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from . import * def build_scenario(builder): builder.config().game_duration = 3000 builder.config().right_team_difficulty = 0.95 builder.config().deterministic = False if builder.EpisodeNumber() % 2 == 0: first_team = Team.e_Left second_team = Team.e_Right else: first_team = Team.e_Right seco...
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from . import * def build_scenario(builder): builder.config().game_duration = 3000 builder.config().right_team_difficulty = 1.0 builder.config().left_team_difficulty = 1.0 builder.config().deterministic = False if builder.EpisodeNumber() % 2 == 0: first_team = Team.e_Left second_team = Team.e_Right ...
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from . import * def build_scenario(builder): builder.config().game_duration = 3000 builder.config().right_team_difficulty = 0.05 builder.config().left_team_difficulty = 0.05 builder.config().deterministic = False if builder.EpisodeNumber() % 2 == 0: first_team = Team.e_Left second_team = Team.e_Right...
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from . import * def build_scenario(builder): builder.config().game_duration = 400 builder.config().deterministic = False builder.config().offsides = False builder.config().end_episode_on_score = True builder.config().end_episode_on_out_of_play = True builder.config().end_episode_on_possession_change = True...
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from . import * episode = 0 def build_scenario(builder): global episode episode += 1 builder.config().game_duration = 3000 builder.config().deterministic = False builder.config().offsides = False builder.config().end_episode_on_score = True builder.config().end_episode_on_out_of_play = True builder.con...
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from . import * def build_scenario(builder): builder.config().game_duration = 3000 builder.config().right_team_difficulty = 0.6 builder.config().deterministic = False if builder.EpisodeNumber() % 2 == 0: first_team = Team.e_Left second_team = Team.e_Right else: first_team = Team.e_Right secon...
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from . import * def build_scenario(builder): builder.config().game_duration = 400 builder.config().deterministic = False builder.config().offsides = False builder.config().end_episode_on_score = True builder.config().end_episode_on_out_of_play = True builder.config().end_episode_on_possession_change = True...
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from baselines.common.models import register import sonnet as snt import tensorflow.compat.v1 as tf def gfootball_impala_cnn(): def network_fn(frame): # Convert to floats. frame = tf.to_float(frame) frame /= 255 with tf.variable_scope('convnet'): conv_out = frame conv_layers = [(16, 2), (...
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from __future__ import absolute_import from __future__ import division from __future__ import print_function import os import tempfile import argparse import gfootball.env as football_env import gym import ray from ray import tune from ray.rllib.env.multi_agent_env import MultiAgentEnv from ray.tune.registry import reg...
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from __future__ import absolute_import from __future__ import division from __future__ import print_function import multiprocessing import os from absl import app from absl import flags from baselines import logger from baselines.bench import monitor from baselines.common.vec_env.subproc_vec_env import SubprocVecEnv fr...
Trains a PPO2 policy.
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import random import string import time import urllib.request from gfootball.eval_server import config import grpc def get_grpc_channel(server): # send keepalive ping every 10 second # allow unlimited amount of keepalive pings options = (('grpc.keepalive_time_ms', 10000), ('grpc.http2.max_pings_with...
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import random import string import time import urllib.request from gfootball.eval_server import config import grpc def get_random_string(length=10, append_timestamp=True): characters = string.ascii_lowercase + string.ascii_uppercase + string.digits res = ''.join(random.choice(characters) for i in range(length)) i...
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import grpc from gfootball.eval_server.proto import master_pb2 as gfootball_dot_eval__server_dot_proto_dot_master__pb2 def add_MasterServicer_to_server(servicer, server): rpc_method_handlers = { 'StartGame': grpc.unary_unary_rpc_method_handler( servicer.StartGame, request_deserializer=gfoot...
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import grpc from gfootball.eval_server.proto import game_server_pb2 as gfootball_dot_eval__server_dot_proto_dot_game__server__pb2 def add_GameServerServicer_to_server(servicer, server): rpc_method_handlers = { 'GetEnvResult': grpc.unary_unary_rpc_method_handler( servicer.GetEnvResult, reque...
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import random from absl import app from absl import flags from absl import logging import gfootball.env as football_env from gfootball.env import football_action_set import grpc import numpy as np import tensorflow.compat.v2 as tf FLAGS = flags.FLAGS def random_actions(obs): num_players = 1 if len(obs.shape) == 3 els...
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from __future__ import absolute_import from __future__ import division from __future__ import print_function from gfootball_engine import e_BackendAction import numpy from six.moves import range action_left = CoreAction( e_BackendAction.left, "left", sticky=True, directional=True) action_release_direction = CoreAct...
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from __future__ import absolute_import from __future__ import division from __future__ import print_function from gfootball.env import football_action_set import numpy as np def rotate_3d_point(point): """Rotate 3d point around the center of the field. Args: points: [x, y, z] point. Returns: The rotated ...
Observation corresponding to the field rotated by 180 degrees.
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from __future__ import absolute_import from __future__ import division from __future__ import print_function from gfootball.env import football_action_set import numpy as np def flip_single_action(action, config): def flip_action(action, config): if isinstance(action, np.ndarray) or isinstance(action, list): ret...
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import pygame _controllers = [] def add_controller(controller_kind, controller_index=None): global _controllers _controllers.append((controller_kind, controller_index))
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import pygame _queue = [] _controllers = [] def fits(event, controller_kind, controller_index): if controller_kind == 'keyboard': return event.type in KEYBOARD_EVENTS if controller_kind == 'gamepad': return event.type in GAMEPAD_EVENTS and event.joy == controller_index assert False, 'Unknown controller ki...
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from __future__ import print_function import copy import tempfile import os import platform from absl import flags import gfootball_engine as libgame def parse_player_definition(definition): """Parses player definition. An example of player definition is: "agent:players=4" or "replay:path=...". Args: definiti...
Returns a number of left players given a definition.
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from __future__ import print_function import copy import tempfile import os import platform from absl import flags import gfootball_engine as libgame def parse_player_definition(definition): """Parses player definition. An example of player definition is: "agent:players=4" or "replay:path=...". Args: definiti...
Returns a number of players given a definition.
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from __future__ import print_function import copy import tempfile import os import platform from absl import flags import gfootball_engine as libgame def count_players(definition): """Returns a number of players given a definition.""" _, player_definition = parse_player_definition(definition) return (int(player_d...
Returns a total number of players controlled by an agent.
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from __future__ import absolute_import from __future__ import division from __future__ import print_function from gfootball.env import football_action_set import numpy as np from six.moves import range SMM_WIDTH = 96 SMM_HEIGHT = 72 def get_smm_layers(config): return SMM_LAYERS def mark_points(frame, points): """Dr...
Returns a list of minimap observations given the raw features for each active player. Args: observation: raw features from the environment config: environment config channel_dimensions: resolution of SMM to generate Returns: (N, H, W, C) - shaped np array representing SMM. N stands for the number of players we are cont...
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from __future__ import absolute_import from __future__ import division from __future__ import print_function import collections import datetime import os import shutil import tempfile import timeit import traceback from absl import logging from gfootball.env import constants as const from gfootball.env import football_...
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from __future__ import absolute_import from __future__ import division from __future__ import print_function import collections import datetime import os import shutil import tempfile import timeit import traceback from absl import logging from gfootball.env import constants as const from gfootball.env import football_...
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from __future__ import absolute_import from __future__ import division from __future__ import print_function import collections import datetime import os import shutil import tempfile import timeit import traceback from absl import logging from gfootball.env import constants as const from gfootball.env import football_...
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import importlib import os import pkgutil import random import sys from absl import flags from absl import logging import gfootball_engine as libgame def all_scenarios(): path = os.path.abspath(__file__) path = os.path.join(os.path.dirname(os.path.dirname(path)), 'scenarios') scenarios = [] for m in pkgutil.it...
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from baselines.common.policies import build_policy from gfootball.env import football_action_set from gfootball.env import observation_preprocessing from gfootball.env import player_base from gfootball.examples import models import gym import joblib import numpy as np import tensorflow.compat.v1 as tf The provided c...
Loads variables from checkpoint of policy trained by baselines.
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import torch from thop import profile import torchvision import models import argparse def clever_format(nums, format="%.2f"): clever_nums = [] for num in nums: if num > 1e12: clever_nums.append(format % (num / 1024 ** 4) + "T") elif num > 1e9: clever_nums.append(format...
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import argparse import os import random import shutil import time import warnings import torch import torch.nn as nn import torch.nn.parallel import torch.backends.cudnn as cudnn import torch.distributed as dist import torch.optim import torch.utils.data import torch.utils.data.distributed import torchvision.transforms...
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import argparse import os import random import shutil import time import warnings import torch import torch.nn as nn import torch.nn.parallel import torch.backends.cudnn as cudnn import torch.distributed as dist import torch.optim import torch.utils.data import torch.utils.data.distributed import torchvision.transforms...
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import argparse import os import random import shutil import time import warnings import torch import torch.nn as nn import torch.nn.parallel import torch.backends.cudnn as cudnn import torch.distributed as dist import torch.optim import torch.utils.data import torch.utils.data.distributed import torchvision.transforms...
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import argparse import os import random import shutil import time import warnings import torch import torch.nn as nn import torch.nn.parallel import torch.backends.cudnn as cudnn import torch.distributed as dist import torch.optim import torch.utils.data import torch.utils.data.distributed import torchvision.transforms...
Sets the learning rate to the initial LR decayed by 10 every 30 epochs
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import argparse import os import random import shutil import time import warnings import torch import torch.nn as nn import torch.nn.parallel import torch.backends.cudnn as cudnn import torch.distributed as dist import torch.optim import torch.utils.data import torch.utils.data.distributed import torchvision.transforms...
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import argparse import os import random import shutil import time import warnings import torch import torch.nn as nn import torch.nn.parallel import torch.backends.cudnn as cudnn import torch.distributed as dist import torch.optim import torch.utils.data import torch.utils.data.distributed import torchvision.transforms...
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import argparse import os import random import shutil import time import warnings import torch import torch.nn as nn import torch.nn.parallel import torch.backends.cudnn as cudnn import torch.distributed as dist import torch.optim import torch.utils.data import torch.utils.data.distributed import torchvision.transforms...
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import argparse import os import random import shutil import time import warnings import torch import torch.nn as nn import torch.nn.parallel import torch.backends.cudnn as cudnn import torch.distributed as dist import torch.optim import torch.utils.data import torch.utils.data.distributed import torchvision.transforms...
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import argparse import os import random import shutil import time import warnings import torch import torch.nn as nn import torch.nn.parallel import torch.backends.cudnn as cudnn import torch.distributed as dist import torch.optim import torch.utils.data import torch.utils.data.distributed import torchvision.transforms...
Sets the learning rate to the initial LR decayed by 10 every 30 epochs
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import argparse import os import random import shutil import time import warnings import torch import torch.nn as nn import torch.nn.parallel import torch.backends.cudnn as cudnn import torch.distributed as dist import torch.optim import torch.utils.data import torch.utils.data.distributed import torchvision.transforms...
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from torch import nn from .eca_module import eca_layer class ECA_MobileNetV2(nn.Module): def __init__(self, num_classes=1000, width_mult=1.0): super(ECA_MobileNetV2, self).__init__() block = InvertedResidual input_channel = 32 last_channel = 1280 inverted_residual_setting = [...
Constructs a ECA_MobileNetV2 architecture from Args: pretrained (bool): If True, returns a model pre-trained on ImageNet progress (bool): If True, displays a progress bar of the download to stderr
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import torch.nn as nn import math from .eca_module import eca_layer The provided code snippet includes necessary dependencies for implementing the `conv3x3` function. Write a Python function `def conv3x3(in_planes, out_planes, stride=1)` to solve the following problem: 3x3 convolution with padding Here is the functio...
3x3 convolution with padding
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import torch.nn as nn import math from .eca_module import eca_layer class ECABasicBlock(nn.Module): expansion = 1 def __init__(self, inplanes, planes, stride=1, downsample=None, k_size=3): super(ECABasicBlock, self).__init__() self.conv1 = conv3x3(inplanes, planes, stride) self.bn1 = nn....
Constructs a ResNet-18 model. Args: k_size: Adaptive selection of kernel size pretrained (bool): If True, returns a model pre-trained on ImageNet num_classes:The classes of classification
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import torch.nn as nn import math from .eca_module import eca_layer class ECABasicBlock(nn.Module): expansion = 1 def __init__(self, inplanes, planes, stride=1, downsample=None, k_size=3): super(ECABasicBlock, self).__init__() self.conv1 = conv3x3(inplanes, planes, stride) self.bn1 = nn....
Constructs a ResNet-34 model. Args: k_size: Adaptive selection of kernel size pretrained (bool): If True, returns a model pre-trained on ImageNet num_classes:The classes of classification
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import torch.nn as nn import math from .eca_module import eca_layer class ECABottleneck(nn.Module): expansion = 4 def __init__(self, inplanes, planes, stride=1, downsample=None, k_size=3): super(ECABottleneck, self).__init__() self.conv1 = nn.Conv2d(inplanes, planes, kernel_size=1, bias=False) ...
Constructs a ResNet-50 model. Args: k_size: Adaptive selection of kernel size num_classes:The classes of classification pretrained (bool): If True, returns a model pre-trained on ImageNet
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import torch.nn as nn import math from .eca_module import eca_layer class ECABottleneck(nn.Module): expansion = 4 def __init__(self, inplanes, planes, stride=1, downsample=None, k_size=3): super(ECABottleneck, self).__init__() self.conv1 = nn.Conv2d(inplanes, planes, kernel_size=1, bias=False) ...
Constructs a ResNet-101 model. Args: k_size: Adaptive selection of kernel size num_classes:The classes of classification pretrained (bool): If True, returns a model pre-trained on ImageNet
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import torch.nn as nn import math from .eca_module import eca_layer class ECABottleneck(nn.Module): expansion = 4 def __init__(self, inplanes, planes, stride=1, downsample=None, k_size=3): super(ECABottleneck, self).__init__() self.conv1 = nn.Conv2d(inplanes, planes, kernel_size=1, bias=False) ...
Constructs a ResNet-152 model. Args: k_size: Adaptive selection of kernel size num_classes:The classes of classification pretrained (bool): If True, returns a model pre-trained on ImageNet
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import os import sys from setuptools import setup, find_packages, dist import glob import logging import subprocess import torch from torch.utils.cpp_extension import BuildExtension, CppExtension, CUDAExtension, CUDA_HOME def get_cuda_bare_metal_version(cuda_dir): raw_output = subprocess.check_output([cuda_dir + "...
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import os import sys from setuptools import setup, find_packages, dist import glob import logging import subprocess import torch from torch.utils.cpp_extension import BuildExtension, CppExtension, CUDAExtension, CUDA_HOME if not torch.cuda.is_available(): if os.getenv('FORCE_CUDA', '0') == '1': # From: http...
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import os def setup(app): # -- To demonstrate ReadTheDocs switcher ------------------------------------- # This links a few JS and CSS files that mimic the environment that RTD uses # so that we can test RTD-like behavior. We don't need to run it on RTD and we # don't want it loaded in GitHub Actions ...
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import numpy as np import torch import pathlib import argparse from kaolin.io.obj import import_mesh from kaolin.ops.mesh import sample_points from kaolin.render.mesh.utils import texture_mapping from kaolin.ops.conversions.pointcloud import unbatched_pointcloud_to_spc def convert_texture_to_torch_sample_format(texture...
Loads obj and converts it to a SPC. Output will reside in output_path.
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from __future__ import annotations from typing import Callable, Any import torch import torch.nn.functional as F The provided code snippet includes necessary dependencies for implementing the `identity` function. Write a Python function `def identity(c: torch.Tensor) -> torch.Tensor` to solve the following problem: A ...
A naive normalization function which assumes the value is already normalized and returned as is. Args: c (torch.Tensor): A single channel tensor of an arbitrary shape. Returns: (torch.Tensor): Input channel c is returned without a change.
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from __future__ import annotations from typing import Callable, Any import torch import torch.nn.functional as F def normalize(c: torch.Tensor, min_val: Any = None, max_val: Any = None) -> torch.Tensor: """ A linear normalization function which maps the channel c to the range of [0, 1]. If the min / max values ...
A normalization function which linear scales the channel before normalizing it to the range of [0, 1]. If the min / max values bounds of the channel are not explicitly specified, they're determined by c's values. If explicitly specified, the bounds are scaled as well. Args: c (torch.Tensor): A single channel tensor of ...
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from __future__ import annotations from typing import Callable, Any import torch import torch.nn.functional as F def normalize(c: torch.Tensor, min_val: Any = None, max_val: Any = None) -> torch.Tensor: """ A linear normalization function which maps the channel c to the range of [0, 1]. If the min / max values ...
A normalization function which applies log and linear scales to the channel before normalizing it to the range of [0, 1]. If the min / max values bounds of the channel are not explicitly specified, they're determined by c's values. If explicitly specified, the bounds are scaled as well. Args: c (torch.Tensor): A single...
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from __future__ import annotations from typing import Callable, Any import torch import torch.nn.functional as F def normalize(c: torch.Tensor, min_val: Any = None, max_val: Any = None) -> torch.Tensor: """ A linear normalization function which maps the channel c to the range of [0, 1]. If the min / max values ...
A normalization function which applies a L2 normalization over a channel of vector data. Args: c (torch.Tensor): A single channel tensor of an arbitrary shape. Returns: (torch.Tensor): Input channel c is normalized by the L2 norm.
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from __future__ import annotations from typing import Callable, Any import torch import torch.nn.functional as F The provided code snippet includes necessary dependencies for implementing the `blend_linear` function. Write a Python function `def blend_linear(c1: torch.Tensor, c2: torch.Tensor, alpha1: torch.Tensor, al...
A direct linear interpolation between c1 and c2. Useful for blending channels which do not consider the alpha value (i.e. the alpha channel itself). Args: c1 (torch.Tensor): first channel tensor of an arbitrary shape. c2 (torch.Tensor): second channel tensor, in the shape of c1. alpha1 (torch.Tensor): Unused alpha2 (to...
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from __future__ import annotations from typing import Callable, Any import torch import torch.nn.functional as F The provided code snippet includes necessary dependencies for implementing the `blend_alpha_composite_over` function. Write a Python function `def blend_alpha_composite_over(c1: torch.Tensor, c2: torch.Tens...
An alpha compositing op where a front pixel is alpha blended with the background pixel (in a usual painter's algorithm manner). Useful for blending channels such as RGB. See: https://en.wikipedia.org/wiki/Alpha_compositing Args: c1 (torch.Tensor): first channel tensor of an arbitrary shape. c2 (torch.Tensor): second ch...
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from __future__ import annotations from typing import Callable, Any import torch import torch.nn.functional as F The provided code snippet includes necessary dependencies for implementing the `blend_alpha_lerp` function. Write a Python function `def blend_alpha_lerp(c1: torch.Tensor, c2: torch.Tensor, alpha1: torch.Te...
A linear interpolation between c1 and c2, which uses the alpha channel as a weighting factor. Args: c1 (torch.Tensor): first channel tensor of an arbitrary shape. c2 (torch.Tensor): second channel tensor, in the shape of c1. alpha1 (torch.Tensor): alpha channel tensor, corresponding to first channel, in the shape of c1...
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from __future__ import annotations from typing import Callable, Any import torch import torch.nn.functional as F def normalize(c: torch.Tensor, min_val: Any = None, max_val: Any = None) -> torch.Tensor: """ A linear normalization function which maps the channel c to the range of [0, 1]. If the min / max values ...
A spherical linear interpolation, useful for interpolating rotations or blending directional vectors. c1 and c2 are normalized and interpolated over the unit hypersphere. alpha1 acts as the interpolation weight. See: https://en.wikipedia.org/wiki/Slerp Args: c1 (torch.Tensor): first channel tensor of an arbitrary shape...
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from __future__ import annotations from typing import Callable, Any import torch import torch.nn.functional as F The provided code snippet includes necessary dependencies for implementing the `blend_normal` function. Write a Python function `def blend_normal(c1: torch.Tensor, c2: torch.Tensor, alpha1: torch.Tensor, al...
A standard blend mode which uses the front pixel value, without mixing. Useful when alpha blending is undesired, or the channel contains categorical info (i.e. semantic class ids). Args: c1 (torch.Tensor): first channel tensor of an arbitrary shape. c2 (torch.Tensor): Unused alpha1 (torch.Tensor): Unused alpha2 (torch....
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from __future__ import annotations from typing import Callable, Any import torch import torch.nn.functional as F The provided code snippet includes necessary dependencies for implementing the `blend_multiply` function. Write a Python function `def blend_multiply(c1: torch.Tensor, c2: torch.Tensor, alpha1: torch.Tensor...
Commutative blend mode which preserves dark colors. Args: c1 (torch.Tensor): first channel tensor of an arbitrary shape. c2 (torch.Tensor): second channel tensor, in the shape of c1. alpha1 (torch.Tensor): Unused. alpha2 (torch.Tensor): Unused. Returns: (torch.Tensor): Blended channel in the shape of c1
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from __future__ import annotations from typing import Callable, Any import torch import torch.nn.functional as F The provided code snippet includes necessary dependencies for implementing the `blend_screen` function. Write a Python function `def blend_screen(c1: torch.Tensor, c2: torch.Tensor, alpha1: torch.Tensor, al...
Commutative blend mode which preserves light colors. Args: c1 (torch.Tensor): first channel tensor of an arbitrary shape. c2 (torch.Tensor): second channel tensor, in the shape of c1. alpha1 (torch.Tensor): Unused. alpha2 (torch.Tensor): Unused. Returns: (torch.Tensor): Blended channel in the shape of c1
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from __future__ import annotations from typing import Callable, Any import torch import torch.nn.functional as F The provided code snippet includes necessary dependencies for implementing the `blend_add` function. Write a Python function `def blend_add(c1: torch.Tensor, c2: torch.Tensor, alpha1: torch.Tensor, alpha2: ...
An additive blend mode, for aggregation of channel information. Args: c1 (torch.Tensor): first channel tensor of an arbitrary shape. c2 (torch.Tensor): second channel tensor, in the shape of c1. alpha1 (torch.Tensor): Unused. alpha2 (torch.Tensor): Unused. Returns: (torch.Tensor): Blended channel in the shape of c1
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from __future__ import annotations from typing import Callable, Any import torch import torch.nn.functional as F The provided code snippet includes necessary dependencies for implementing the `blend_sub` function. Write a Python function `def blend_sub(c1: torch.Tensor, c2: torch.Tensor, alpha1: torch.Tensor, alpha2: ...
An subtractive blend mode, for removing channel information. Args: c1 (torch.Tensor): first channel tensor of an arbitrary shape. c2 (torch.Tensor): second channel tensor, in the shape of c1. alpha1 (torch.Tensor): Unused. alpha2 (torch.Tensor): Unused. Returns: (torch.Tensor): Blended channel in the shape of c1
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from __future__ import annotations from typing import Callable, Any import torch import torch.nn.functional as F The provided code snippet includes necessary dependencies for implementing the `blend_logical_and` function. Write a Python function `def blend_logical_and(c1: torch.Tensor, c2: torch.Tensor, alpha1: torch....
For boolean channels, blends with a logical AND function. Args: c1 (torch.Tensor): first channel tensor of an arbitrary shape. c2 (torch.Tensor): second channel tensor, in the shape of c1. alpha1 (torch.Tensor): Unused. alpha2 (torch.Tensor): Unused. Returns: (torch.Tensor): Blended channel in the shape of c1
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from __future__ import annotations from typing import Callable, Any import torch import torch.nn.functional as F The provided code snippet includes necessary dependencies for implementing the `blend_logical_or` function. Write a Python function `def blend_logical_or(c1: torch.Tensor, c2: torch.Tensor, alpha1: torch.Te...
For boolean channels, blends with a logical OR function. Args: c1 (torch.Tensor): first channel tensor of an arbitrary shape. c2 (torch.Tensor): second channel tensor, in the shape of c1. alpha1 (torch.Tensor): Unused. alpha2 (torch.Tensor): Unused. Returns: (torch.Tensor): Blended channel in the shape of c1
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from __future__ import annotations from wisp.core.channel_fn import * from dataclasses import dataclass from typing import Any, Optional, Dict from functools import partial class Channel: """ Defines how a Renderbuffer channel should behave in terms of functionalities like blending, normalization, and bound...
A general channel template, to be used if no information about a channel have been recorded
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from __future__ import annotations from wisp.core.channel_fn import * from dataclasses import dataclass from typing import Any, Optional, Dict from functools import partial class Channel: """ Defines how a Renderbuffer channel should behave in terms of functionalities like blending, normalization, and bound...
Creates a predefined kit of channels commonly useful in the context of Wisp. Users may augment or replace this kit with additional custom channels.
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from typing import List, Tuple def color_wheel(): """ Returns: (list) a list of all colors defined in the color module. Each entry is a tuple of 3 floats (RGB values). """ return [ white, black, dark_gray, light_purple, lime, red, green, blue, orange, light_cyan, light_pink, ...
Generates the next color in the color wheel on each invocation. This generator repeats the color wheel cyclically when exhausted. Args: skip_colors
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from __future__ import annotations import time import numpy as np import torch import torch.nn.functional as F from typing import Tuple from wisp.core import RenderBuffer, Rays from wisp.ops.shaders import matcap_shader, pointlight_shadow_shader from wisp.ops.differential import finitediff_gradient from wisp.ops.geomet...
Vectorized look-at function, returns an array of ray origins and directions This function is mostly just a wrapper on top of generate_rays, but will calculate for you the view, right, and up vectors based on the from and to. Args: f (list of floats): [3] size list or tensor specifying the camera origin t (list of float...
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import torch from wisp.core import ObjectTransform from wisp.models import Pipeline, RasterizationPipeline from wisp.framework import WispState, BottomLevelRendererState def add_pipeline_to_scene_graph(state: WispState, name: str, pipeline: Pipeline, ...
Adds a new object to the scene graph. obj can be any supported object type, neural or non-neural. This is the most general function used to manage adding new objects to the scene graph. Args: state (WispState): A wisp state object, containing the scene graph information. name (str): Unique name of object added to the s...
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import torch from wisp.core import ObjectTransform from wisp.models import Pipeline, RasterizationPipeline from wisp.framework import WispState, BottomLevelRendererState def request_redraw(state): """ Marks the canvas as dirty, forcing the renderer core to refresh the object renderers on the next rendering iter...
Removes an existing pipeline from the scene graph. Args: state (WispState): A wisp state object, containing the scene graph information. name (str): Unique name of object added to the scene graph
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from __future__ import annotations from collections import defaultdict, deque from typing import Type, TYPE_CHECKING, Union from wisp.models import Pipeline, RasterizationPipeline from wisp.models.nefs import BaseNeuralField from wisp.tracers import BaseTracer def _neural_field_to_renderer_cls(pipeline: Pipeline) -> Ty...
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from __future__ import annotations from typing import Type from wisp.models.nefs import BaseNeuralField from wisp.tracers import BaseTracer from wisp.renderer.core.api.base_renderer import BottomLevelRenderer from wisp.renderer.core.api.renderers_factory import register_neural_field_type, register_rasterizer_type clas...
A decorator that registers a neural field type with a renderer. By registering the renderer type, the interactive renderer knows what type of renderer to create when dealing with this type of field. Essentially, this allows displaying custom types of objects on the canvas.
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from __future__ import annotations from typing import Type from wisp.models.nefs import BaseNeuralField from wisp.tracers import BaseTracer from wisp.renderer.core.api.base_renderer import BottomLevelRenderer from wisp.renderer.core.api.renderers_factory import register_neural_field_type, register_rasterizer_type clas...
A decorator that registers a rasterizer type with a renderer. By registering the renderer type, the interactive renderer knows what type of renderer to create when dealing with this type of rasterizer. Essentially, this allows displaying custom types of objects on the canvas.
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from __future__ import annotations import copy import torch import wisp.framework.state as state from wisp.renderer.core.control.camera_controller_mode import CameraControlMode from wisp.renderer.core.control.io import WispMouseButton def quat_mul(Q1, Q2): return torch.tensor([Q1[0] * Q2[3] + Q1[3] * Q2[0] - Q1[2]...
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from __future__ import annotations import copy import torch import wisp.framework.state as state from wisp.renderer.core.control.camera_controller_mode import CameraControlMode from wisp.renderer.core.control.io import WispMouseButton def quat_matrix(q): # True only for unit quaternions xx = q[0] * q[0] xy = q...
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from __future__ import annotations import abc import math import numpy as np import torch import copy from collections import defaultdict from typing import Dict, List, Iterable, Tuple from kaolin.render.camera import Camera, PinholeIntrinsics, OrthographicIntrinsics from wisp.framework import WispState, BottomLevelRen...
An extension to @torch.cuda.amp.autocast which queries WispState to check if mixed precision should be enabled.
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import os from contextlib import contextmanager if not os.environ.get('ENABLE_PYCUDA') == '1': from cuda import cuda import torch def cuda_map_resource(img): """Context manager simplifying use of cuda.cuGraphicsMapResources / cuGraphicsSubResourceGetMappedArray. Boilerplate code based in par...
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import os from contextlib import contextmanager def cuda_register_gl_image(image, target): # Create shared GL / CUDA resource map_flags = cuda.CUgraphicsRegisterFlags.CU_GRAPHICS_REGISTER_FLAGS_WRITE_DISCARD register_result = cuda.cuGraphicsGLRegisterImage(image=image, target=target, Flags=map_...
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import os from contextlib import contextmanager def cuda_unregister_resource(handle): unregister_result = cuda.cuGraphicsUnregisterResource(handle) if unregister_result[0] != cuda.CUresult.CUDA_SUCCESS: raise RuntimeError('Failed to unregister CUDA resource.')
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import os from contextlib import contextmanager if not os.environ.get('ENABLE_PYCUDA') == '1': from cuda import cuda import torch def cuda_map_resource(img): """Context manager simplifying use of cuda.cuGraphicsMapResources / cuGraphicsSubResourceGetMappedArray. Boilerplate code based in par...
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import os from contextlib import contextmanager def cuda_register_gl_image(image, target): # Create shared GL / CUDA resource map_flags = pycuda_gl.graphics_map_flags.WRITE_DISCARD resource_handle = pycuda_gl.RegisteredImage(image, target, map_flags) return resource_handle
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import os from contextlib import contextmanager def cuda_unregister_resource(handle): # Nothing to be done - when ref count reaches zero on proxy object in python, unregister should # be called automatically pass
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from __future__ import annotations import contextlib import glob import io import logging import math import os import queue import PIL.Image import re import threading import time import torch import torchvision from typing import Literal from wisp.framework import WispState from wisp.renderer.core import RendererCore...
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from __future__ import annotations import contextlib import glob import io import logging import math import os import queue import PIL.Image import re import threading import time import torch import torchvision from typing import Literal from wisp.framework import WispState from wisp.renderer.core import RendererCore...
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from __future__ import annotations import contextlib import glob import io import logging import math import os import queue import PIL.Image import re import threading import time import torch import torchvision from typing import Literal from wisp.framework import WispState from wisp.renderer.core import RendererCore...
Makes a render closure over input args, so render can be called without arguments. Args: render_core: the RendererCore to use for rendering downscale_factor: how much to downscale the image when rendering Returns: function() -> torch.Tensor 0..1 float, 4 x H x W, where H, W are determined by render_core.camera and the ...
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from __future__ import annotations import contextlib import glob import io import logging import math import os import queue import PIL.Image import re import threading import time import torch import torchvision from typing import Literal from wisp.framework import WispState from wisp.renderer.core import RendererCore...
Convenience function to save a rendered frame to a default location, while appending a counter to the basename. Args: canvas: IpyCanvas canvas object filename: filename and extension where to save, note number will be appended `frame.png` --> `frame1.png` save_dir: directory where to save file; will use default _result...
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from __future__ import annotations import contextlib import glob import io import logging import math import os import queue import PIL.Image import re import threading import time import torch import torchvision from typing import Literal from wisp.framework import WispState from wisp.renderer.core import RendererCore...
Converts numpy array to bytes in the specified image format. Args: np_img: numpy array H x W x C uint8 format: any format supported by Pillow, e.g. 'png' or 'jpeg' (note jpeg does not accept RGBA) Return: bytes
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from __future__ import annotations from abc import ABC import sys import numpy as np import torch from glumpy import app, gloo, gl, ext import imgui from typing import Optional, Type, Callable, Dict, List, Tuple from kaolin.render.camera import Camera from wisp.framework import WispState, watch from wisp.renderer.core ...
An extension to @torch.cuda.amp.autocast which queries WispState to check if mixed precision should be enabled.
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from __future__ import annotations from abc import ABC, abstractmethod from typing import Dict, Type, Any from wisp.framework import WispState from collections import deque from wisp.core.colors import colors_generator, white, black, dark_gray, gray _WIDGETS_REGISTRY: Dict[Type[Any], Type[WidgetImgui]] = dict() class W...
A decorator that registers a gui widget to paint the contents of a given wisp block. By registering a widget, the gui system knows how to load this widget when it traverses the scene graph & properties and encounters the wisp_block type. Users adding new wisp blocks can directly register corresponding widgets using thi...
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from __future__ import annotations from abc import ABC, abstractmethod from typing import Dict, Type, Any from wisp.framework import WispState from collections import deque from wisp.core.colors import colors_generator, white, black, dark_gray, gray _WIDGETS_REGISTRY: Dict[Type[Any], Type[WidgetImgui]] = dict() class W...
Return a widget which matches the given wisp block. A wisp block can be of any type / subtype which was registered with @widget. The lookup logic will first look for a widget registered under the type of wisp_block, and if it cannot find it, it will start looking up the hierarchy. Note that multiple-inheritance may res...
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from __future__ import annotations import torch from kaolin.render.camera import Camera from kaolin.render.camera.intrinsics import CameraFOV from wisp.core import Rays def generate_default_grid(width, height, device=None): h_coords = torch.arange(height, device=device, dtype=torch.float) w_coords = torch.arang...
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from __future__ import annotations import torch from kaolin.render.camera import Camera from kaolin.render.camera.intrinsics import CameraFOV from wisp.core import Rays def _to_ndc_coords(pixel_x, pixel_y, camera): pixel_x = 2 * (pixel_x / camera.width) - 1.0 pixel_y = 2 * (pixel_y / camera.height) - 1.0 re...
Default ray generation function for pinhole cameras. This function assumes that the principal point (the pinhole location) is specified by a displacement (camera.x0, camera.y0) in pixel coordinates from the center of the image. The Kaolin camera class does not enforce a coordinate space for how the principal point is s...
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from __future__ import annotations import torch from kaolin.render.camera import Camera from kaolin.render.camera.intrinsics import CameraFOV from wisp.core import Rays def _to_ndc_coords(pixel_x, pixel_y, camera): pixel_x = 2 * (pixel_x / camera.width) - 1.0 pixel_y = 2 * (pixel_y / camera.height) - 1.0 re...
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import torch The provided code snippet includes necessary dependencies for implementing the `autodiff_gradient` function. Write a Python function `def autodiff_gradient(x, f)` to solve the following problem: Compute gradient using the PyTorch autodiff. Args: x (torch.FloatTensor): Coordinate tensor f (nn.Module): The ...
Compute gradient using the PyTorch autodiff. Args: x (torch.FloatTensor): Coordinate tensor f (nn.Module): The function to perform autodiff on.
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import torch The provided code snippet includes necessary dependencies for implementing the `finitediff_gradient` function. Write a Python function `def finitediff_gradient(x, f, eps=0.005)` to solve the following problem: Compute 3D gradient using finite difference. Args: x (torch.FloatTensor): Coordinate tensor of s...
Compute 3D gradient using finite difference. Args: x (torch.FloatTensor): Coordinate tensor of shape [..., 3] f (nn.Module): The function to perform autodiff on.
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import torch The provided code snippet includes necessary dependencies for implementing the `tetrahedron_gradient` function. Write a Python function `def tetrahedron_gradient(x, f, eps=0.005)` to solve the following problem: Compute 3D gradient using finite difference (using tetrahedron method). Args: x (torch.FloatTe...
Compute 3D gradient using finite difference (using tetrahedron method). Args: x (torch.FloatTensor): Coordinate tensor of shape [..., 3] f (nn.Module): The function to perform autodiff on.
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import torch from kaolin import _C import wisp._C as wisp_C import kaolin.ops.spc as spc_ops PRIMES = [1, 2654435761, 805459861] The provided code snippet includes necessary dependencies for implementing the `hashgrid_naive` function. Write a Python function `def hashgrid_naive(coords, resolutions, codebook_bitwidth, ...
A naive PyTorch implementation of the hashgrid. This code exists here mostly as a reference: Do NOT expect a 1-to-1 numerical correspondence to the CUDA accelerated version. This code is comparatively very slow. :) Args: coords (torch.FloatTensor): 3D coordinates of shape [batch, 3] resolutions (torch.LongTensor): the ...
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import torch from kaolin import _C import wisp._C as wisp_C import kaolin.ops.spc as spc_ops class HashGridInterpolate(torch.autograd.Function): # TODO(ttakikawa): This class should also support the 2D case... which also means I have to write another kernel! def forward(ctx, coords, resolutions, codebook_bitwid...
A hash-grid query + interpolation function, accelerated with CUDA. Args: coords (torch.FloatTensor): 3D coordinates of shape [batch, 3] codebook_bitwidth (int): The bitwidth of the codebook. The codebook will have 2^bw entries. lod_idx (int): The LOD to aggregate to. codebook (wisp.models.grids.utils.MultiTable): A cla...