# 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