stream3d / NAVI /src_code /gl /scene_renderer.py
WalkerCH's picture
Add files using upload-large-folder tool
6dac0b2 verified
# Copyright 2023 Google LLC
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# https://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
# Author: spopov@google.com (Stefan Popov)
"""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.
"""
# The empty string maps to -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))
) # type: PIL.Image.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_like(vertex_positions)
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 # type: int
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)
# The projection center transforms to (0, 0, -a, 0) in NDC space, assuming
# default GL conventions for the projection matrix (i.e. its last column in
# (0, 0, -a, 0). To recover its position in world space, we multiply by
# the inverse view-projection matrix. Tha value of `a` doesn't matter, we
# use 1.
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