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render_mesh.py
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154 lines (114 loc) · 5 KB
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import os
import time
import numpy as np
from tqdm import tqdm
from os import makedirs
import imageio
import open3d as o3d
import torch
from src.config import cfg, update_argparser, update_config
from src.dataloader.data_pack import DataPack
from src.sparse_voxel_model import SparseVoxelModel
if __name__ == "__main__":
# Parse arguments
import argparse
parser = argparse.ArgumentParser(
description="Sparse voxels raster rendering.")
parser.add_argument('model_path')
parser.add_argument("--iteration", default=-1, type=int)
parser.add_argument("--suffix", default="", type=str)
parser.add_argument("--overwrite_ss", default=None, type=float)
parser.add_argument("--overwrite_vox_geo_mode", default=None)
parser.add_argument("--mesh_path", default="", type=str)
parser.add_argument("--output_dir", default="", type=str)
args = parser.parse_args()
print("Rendering " + args.model_path)
# Load config
update_config(os.path.join(args.model_path, 'config.yaml'))
# Load data
data_pack = DataPack(cfg.data, cfg.model.white_background)
cfg.model.model_path = args.model_path
# Load model
voxel_model = SparseVoxelModel(cfg.model)
loaded_iter = voxel_model.load_iteration(args.iteration)
# Output path suffix
suffix = args.suffix
if not args.suffix:
if cfg.data.res_downscale > 0:
suffix += f"_r{cfg.data.res_downscale}"
if cfg.data.res_width > 0:
suffix += f"_w{cfg.data.res_width}"
if args.overwrite_ss:
voxel_model.ss = args.overwrite_ss
if not args.suffix:
suffix += f"_ss{args.overwrite_ss:.2f}"
if args.overwrite_vox_geo_mode:
voxel_model.vox_geo_mode = args.overwrite_vox_geo_mode
if not args.suffix:
suffix += f"_{args.overwrite_vox_geo_mode}"
voxel_model.freeze_vox_geo()
views = data_pack.get_train_cameras()
tsdf_path = os.path.join(args.model_path, "mesh", "tsdf")
mesh = o3d.io.read_triangle_mesh(os.path.join(tsdf_path, "tsdf_fusion_post.ply") if args.mesh_path=="" else args.mesh_path)
mesh.vertex_colors = o3d.utility.Vector3dVector()
mesh.triangle_material_ids = o3d.utility.IntVector()
vertices = np.asarray(mesh.vertices)
vertices[:, 1] *= -1
vertices[:, 2] *= -1
mesh.vertices = o3d.utility.Vector3dVector(vertices)
mesh.compute_vertex_normals()
############################ simple ##################################
material = o3d.visualization.rendering.MaterialRecord()
material.shader = "defaultLit"
material.base_color = [0.8, 0.8, 0.8, 1.0]
material.base_roughness = 0.5
material.base_metallic = 0.0
material.base_reflectance = 0.2
w, h = views[0].image_width, views[0].image_height
renderer_simple = o3d.visualization.rendering.OffscreenRenderer(w, h)
scene = renderer_simple.scene
scene.add_geometry("mesh", mesh, material)
scene.set_background(np.array([0.4, 0.4, 0.4, 1.0], dtype=np.float32))
scene.set_lighting(scene.LightingProfile.SOFT_SHADOWS, (0.5, 0.5, 0.5))
scene.scene.enable_sun_light(True)
scene.scene.set_sun_light(
direction=[-1, -1, 1],
color=[1, 1, 1],
intensity=110000
)
############################ normal ##################################
normal_renderer = o3d.visualization.rendering.OffscreenRenderer(w, h)
mesh.compute_vertex_normals()
mat = o3d.visualization.rendering.MaterialRecord()
mat.shader = "normals"
mat.base_roughness = 1
mat.base_metallic = 0.0
mat.base_reflectance = 0
normal_renderer.scene.add_geometry("mesh", mesh, mat)
normal_renderer.scene.set_background(np.array([1, 1, 1, 1.0], dtype=np.float32))
normal_renderer.scene.scene.enable_sun_light(False)
normal_renderer.scene.view.set_post_processing(False)
render_mesh_path = os.path.join(voxel_model.model_path, "train", f"ours_{loaded_iter}{suffix}", "mesh") if args.output_dir=="" else args.output_dir
os.makedirs(render_mesh_path, exist_ok=True)
colmap_to_opengl = np.eye(4)
colmap_to_opengl[1, 1] = -1
colmap_to_opengl[2, 2] = -1
for idx, view in enumerate(tqdm(views)):
pose = np.eye(4)
pose[:3, :3] = view.R.transpose(-1, -2)
pose[:3, 3] = view.T
pose = pose @ colmap_to_opengl
intrinsic = o3d.camera.PinholeCameraIntrinsic(
width=w,
height=h,
fx=view.Fx,
fy=view.Fy,
cx=view.Cx,
cy=view.Cy
)
renderer_simple.setup_camera(intrinsic, pose)
image = renderer_simple.render_to_image()
o3d.io.write_image(os.path.join(render_mesh_path, view.image_name + "_simple.png"), image)
normal_renderer.setup_camera(intrinsic, pose)
world_normal_image = normal_renderer.render_to_image()
o3d.io.write_image(os.path.join(render_mesh_path, view.image_name + "_normal.png"), world_normal_image)