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| """High level routines for rendering scenes.""" |
|
|
| import io |
| from importlib import resources |
| from typing import Iterable, Tuple, Union |
|
|
| import numpy as np |
| import PIL.Image |
| import torch as t |
|
|
| import misc_util |
| from gl import camera_util |
| from gl import rasterizer |
| from gl import shaders |
|
|
| InputTensor = Union[t.Tensor, np.ndarray, int, float, Iterable, None] |
|
|
|
|
| def load_textures( |
| encoded_images: Iterable[bytes], |
| texture_size: Tuple[int, int], |
| ) -> Tuple[t.Tensor, t.Tensor]: |
| """Composes a texture array from encoded images contained in strings. |
| |
| Args: |
| encoded_images: The encoded images, string[num_images]. Each entry must |
| either be a valid image (e.g. PNG or JPEG) or an empty string. |
| texture_size: Tuple (height, width) giving the desired dimensions of the |
| output texture array. |
| |
| Returns: |
| texture_array: uint8[num_non_empty_images, height, width, 3] tensor |
| containing the decoded images from the non-empty entries in |
| encoded_images. All images are scaled to the desired height and width |
| and flipped along the Y axis. |
| image_indices: int32[num_images] tensor that defines the mapping between |
| encoded_images and texture_array. The j-th entry in encoded_images |
| will be decoded to texture_array[image_indices[j]]. If encoded_images[j] |
| is empty then image_indices[j] = -1. |
| """ |
| |
| image_to_index = {b"": -1} |
| image_indices = [] |
| height, width = texture_size |
| texture_array = [] |
| for encoded_image in encoded_images: |
| if encoded_image not in image_to_index: |
| image_to_index[encoded_image] = len(image_to_index) - 1 |
| pil_image = (PIL.Image.open(io.BytesIO(encoded_image)) |
| ) |
| image = np.array( |
| pil_image.convert("RGB").resize((width, height), |
| resample=PIL.Image.BICUBIC)) |
| assert (len(image.shape) == 3 and image.shape[-1] == 3 |
| and image.dtype == np.uint8) |
| texture_array.append(image) |
| image_indices.append(image_to_index[encoded_image]) |
|
|
| image_indices = misc_util.to_tensor(image_indices, t.int32, "cpu") |
| if texture_array: |
| texture_array = misc_util.to_tensor(texture_array, t.uint8, "cpu") |
| else: |
| texture_array = t.zeros([1, 1, 1, 3], dtype=t.uint8) |
| texture_array = texture_array.flip(1).contiguous() |
|
|
| return texture_array, image_indices |
|
|
|
|
| def render_scene( |
| vertex_positions: InputTensor, |
| view_projection_matrix: InputTensor = None, |
| image_size: Tuple[int, int] = (256, 256), |
| *, |
| normals: InputTensor = None, |
| vertex_colors: InputTensor = None, |
| tex_coords: InputTensor = None, |
| material_ids: InputTensor = None, |
| diffuse_coefficients: InputTensor = None, |
| diffuse_textures: InputTensor = None, |
| diffuse_texture_indices: InputTensor = None, |
| specular_coefficient: InputTensor = None, |
| ambient_coefficients: InputTensor = None, |
| cull_back_facing=True, |
| light_position: InputTensor = None, |
| light_color: InputTensor = (1.0, 1.0, 1.0), |
| ambient_light_color: InputTensor = (0.2, 0.2, 0.2), |
| clear_color: InputTensor = (0, 0, 0, 1), |
| output_type=t.uint8, |
| vertex_shader=None, |
| geometry_shader=None, |
| fragment_shader=None, |
| debug_io_buffer=None, |
| return_rgb=True, |
| device=None, |
| ): |
| """Renders the given scene. |
| |
| Args: |
| vertex_positions: The triangle geometry, specified through the triangle |
| vertex positions, float32[num_triangles, 3, 3] |
| view_projection_matrix: The view projection matrix, float32[4, 4] |
| image_size: Desired output image size, (height, width), |
| normals: Per-vertex shading normals, float32[num_triangles, 3, 3]. If set to |
| None, normals will be computed from the vertex positions. |
| vertex_colors: Optional per-vertex colors, float32[num_triangles, 3, 3]. |
| tex_coords: Texture coordinate, float32[num_triangles, 3, 2]. If set to |
| None, all texture coordinates will be 0. |
| material_ids: Per-triangle material indices used to index in the various |
| coefficient tensors below, int32[num_triangles]. If set to None, all |
| triangles will have the same default material. |
| diffuse_coefficients: The diffuse coefficients, one per material, |
| float32[num_materials, 3]. Cannot be None if material_ids is not None. |
| Must be None if material_ids is None. |
| diffuse_textures: uint8[num_textures, height, width, 3]. Can be None if |
| there are no textures used in the mesh. |
| diffuse_texture_indices: Diffuse texture indices, one per material, |
| int32[num_materials]. If set to None, the texture indices for all |
| materials will be -1. |
| specular_coefficient: Specular coefficients, one per material, |
| float32[num_materials, 4]. The first 3 channels are the R, G, and B |
| specular coefficients, the last channel is the specular power. If set to |
| None, R, G, and B will be 0 for all materials and power will be 2048. |
| ambient_coefficients: float32[num_materials, 3]. The ambient coefficients. |
| If None, all ambient coefficient will be 0.05. |
| cull_back_facing: whether to cull backfacing triangles. |
| light_position: float32[3], the light position. If set to None, the light |
| will be placed at the camera origin. |
| light_color: The light diffuse RGB color, float32[3] |
| ambient_light_color: The light ambient RGB color, float32[3] |
| clear_color: The RGB color to use when clearing the image, float32[3] |
| output_type: The desired output type. Either tf.uint8 or tf.float32. |
| vertex_shader: The vertex shader to use. If empty, uses a default shader. |
| geometry_shader: The geometry shader. If empty, uses a default shader. |
| fragment_shader: The fragment shader. If empty, uses a default shader. |
| debug_io_buffer: Aids debugging of shaders. Shaders can communicate with |
| host programs through OpenGL input/output buffers. Any tensor passed in |
| this argument will be forwarded to the shaders as buffer with name |
| "debug_io". |
| return_rgb: If true, returns a 3 channel image, otherwise returns a 4 |
| channel image. |
| device: The index of the GPU to use, given as CUDA device |
| |
| Returns: |
| The rendered image, dt[height, width, c] where dt is either float32 or uint8 |
| depending on the value of output_type and c is either 3 or 4, depending on |
| return_rgb. If the debug_io_buffer argument was not None, returns a |
| tuple containing the rendered image, and the shader output from the |
| "debug_io" buffer. The second element of the tuple has the same shape |
| and type as debug_io_buffer. |
| |
| """ |
| if device is None: |
| device = t.cuda.current_device() |
|
|
| height, width = image_size |
| vertex_positions = misc_util.to_tensor(vertex_positions, t.float32, device) |
| assert (len(vertex_positions.shape) == 3 |
| and vertex_positions.shape[1:] == (3, 3)) |
| num_triangles = vertex_positions.shape[0] |
|
|
| if view_projection_matrix is None: |
| view_projection_matrix = camera_util.get_default_camera_for_mesh( |
| vertex_positions) |
| view_projection_matrix = misc_util.to_tensor(view_projection_matrix, |
| t.float32, device) |
| assert view_projection_matrix.shape == (4, 4) |
|
|
| has_normals = True |
| if normals is None: |
| |
| normals = t.zeros([1, 3, 3], device=device) |
| has_normals = False |
| else: |
| assert normals.shape == (num_triangles, 3, 3) |
|
|
| if vertex_colors is None: |
| vertex_colors = t.zeros((1, 3, 3), dtype=t.float32, device=device) |
| has_vertex_colors = False |
| else: |
| has_vertex_colors = True |
| assert vertex_colors.shape == (num_triangles, 3, 3) |
|
|
| if tex_coords is None: |
| tex_coords = t.zeros([1, 3, 2], dtype=t.float32) |
| else: |
| tex_coords = misc_util.to_tensor(tex_coords, t.float32, device) |
| assert tex_coords.shape == (num_triangles, 3, 2) |
|
|
| if material_ids is None: |
| material_ids = t.zeros([num_triangles], dtype=t.int32) |
| material_ids = misc_util.to_tensor(material_ids, t.int32, device) |
| assert material_ids.shape == (num_triangles,) |
| num_used_materials = material_ids.max().cpu().numpy() + 1 |
|
|
| def create_coefficient_array(cur_tensor: InputTensor, num_channels, |
| default_value): |
| arr = cur_tensor |
| if arr is None: |
| arr = ( |
| t.ones([num_used_materials, num_channels], dtype=t.float32) * |
| t.tensor(default_value)) |
| arr = misc_util.to_tensor(arr, t.float32, device) |
| assert len(arr.shape) == 2 |
| arr = arr[:num_used_materials] |
| assert arr.shape == (num_used_materials, num_channels) |
| return arr |
|
|
| diffuse_coefficients = create_coefficient_array(diffuse_coefficients, 3, 0.8) |
| ambient_coefficients = create_coefficient_array(ambient_coefficients, 3, 0.05) |
| specular_coefficient = create_coefficient_array(specular_coefficient, 4, |
| (0, 0, 0, 2048.0)) |
| if diffuse_texture_indices is None: |
| diffuse_texture_indices = t.ones([num_used_materials], dtype=t.int32) * -1 |
| diffuse_texture_indices = misc_util.to_tensor(diffuse_texture_indices, |
| t.int32, device) |
| assert len(diffuse_texture_indices.shape) == 1 |
| diffuse_texture_indices = diffuse_texture_indices[:num_used_materials] |
| assert diffuse_texture_indices.shape == (num_used_materials,) |
| num_used_textures = diffuse_texture_indices.max().cpu().numpy() + 1 |
| num_used_textures = max(num_used_textures, 1) |
|
|
| if diffuse_textures is None: |
| diffuse_textures = t.ones([num_used_textures, 1, 1, 3], dtype=t.uint8) |
| diffuse_textures = misc_util.to_tensor(diffuse_textures, t.uint8, device) |
| assert len(diffuse_textures.shape) == 4 |
| diffuse_textures = diffuse_textures[:num_used_textures] |
| assert (diffuse_textures.shape[0] == num_used_textures |
| and diffuse_textures.shape[3] == 3) |
|
|
| |
| |
| |
| |
| |
| camera_position = t.mv( |
| t.inverse(view_projection_matrix), |
| t.tensor([0, 0, -1, 0], dtype=t.float32, device=device)) |
| camera_position = camera_position[:3] / camera_position[3] |
|
|
| if light_position is None: |
| light_position = camera_position |
| light_position = misc_util.to_tensor(light_position, t.float32, device) |
| assert light_position.shape == (3,) |
|
|
| light_color = misc_util.to_tensor(light_color, t.float32, device) |
| assert light_color.shape == (3,) |
|
|
| ambient_light_color = misc_util.to_tensor(ambient_light_color, t.float32, |
| device) |
| assert ambient_light_color.shape == (3,) |
|
|
| ambient_coefficients = t.constant_pad_nd(ambient_coefficients, [0, 1]) |
| diffuse_coefficients = t.cat([ |
| diffuse_coefficients, |
| diffuse_texture_indices.to(t.float32)[:, np.newaxis] |
| ], -1) |
| materials = t.cat( |
| [ambient_coefficients, diffuse_coefficients, specular_coefficient], |
| dim=-1) |
|
|
| render_args = [ |
| rasterizer.Uniform("view_projection_matrix", view_projection_matrix), |
| rasterizer.Uniform("light_position", light_position), |
| rasterizer.Uniform("has_normals", has_normals), |
| rasterizer.Uniform("has_vertex_colors", has_vertex_colors), |
| rasterizer.Uniform("has_texcoords", True), |
| rasterizer.Buffer(0, vertex_positions.reshape([-1])), |
| rasterizer.Buffer(1, normals.reshape([-1])), |
| rasterizer.Buffer(2, vertex_colors.reshape([-1])), |
| rasterizer.Buffer(3, tex_coords.reshape([-1])), |
| rasterizer.Buffer(4, material_ids.reshape([-1])), |
| rasterizer.Buffer(5, materials.reshape([-1])), |
| rasterizer.Texture("textures", diffuse_textures, bind_as_array=True), |
| rasterizer.Uniform("light_color", light_color), |
| rasterizer.Uniform("camera_position", camera_position), |
| rasterizer.Uniform("ambient_light_color", ambient_light_color), |
| rasterizer.Uniform("cull_backfacing", cull_back_facing), |
| ] |
|
|
| if debug_io_buffer is not None: |
| render_args.append(rasterizer.Buffer(5, debug_io_buffer, is_io=True)) |
|
|
| if not geometry_shader: |
| geometry_shader = resources.read_text(shaders, "triangle_renderer.geom") |
| if not vertex_shader: |
| vertex_shader = resources.read_text(shaders, "noop.vert") |
| if not fragment_shader: |
| fragment_shader = resources.read_text(shaders, |
| "point_light_illumination.frag") |
|
|
| result = rasterizer.gl_simple_render( |
| rasterizer.RenderInput( |
| num_points=num_triangles, |
| arguments=render_args, |
| output_resolution=(height, width), |
| clear_color=clear_color, |
| output_type=output_type, |
| vertex_shader=vertex_shader, |
| geometry_shader=geometry_shader, |
| fragment_shader=fragment_shader, |
| ), cuda_device=device) |
|
|
| c = 3 if return_rgb else 4 |
| if debug_io_buffer is None: |
| return result[..., :c] |
| else: |
| return result[..., :c], render_args[-1].value |
|
|