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renderer.py
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renderer.py
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import os
import math
import cv2
import trimesh
import numpy as np
import torch
import torch.nn as nn
import torch.nn.functional as F
import nvdiffrast.torch as dr
import mcubes
import raymarching
from meshutils import decimate_mesh, clean_mesh, poisson_mesh_reconstruction
from .utils import custom_meshgrid, safe_normalize
def sample_pdf(bins, weights, n_samples, det=False):
# This implementation is from NeRF
# bins: [B, T], old_z_vals
# weights: [B, T - 1], bin weights.
# return: [B, n_samples], new_z_vals
# Get pdf
weights = weights + 1e-5 # prevent nans
pdf = weights / torch.sum(weights, -1, keepdim=True)
cdf = torch.cumsum(pdf, -1)
cdf = torch.cat([torch.zeros_like(cdf[..., :1]), cdf], -1)
# Take uniform samples
if det:
u = torch.linspace(0. + 0.5 / n_samples, 1. - 0.5 / n_samples, steps=n_samples).to(weights.device)
u = u.expand(list(cdf.shape[:-1]) + [n_samples])
else:
u = torch.rand(list(cdf.shape[:-1]) + [n_samples]).to(weights.device)
# Invert CDF
u = u.contiguous()
inds = torch.searchsorted(cdf, u, right=True)
below = torch.max(torch.zeros_like(inds - 1), inds - 1)
above = torch.min((cdf.shape[-1] - 1) * torch.ones_like(inds), inds)
inds_g = torch.stack([below, above], -1) # (B, n_samples, 2)
matched_shape = [inds_g.shape[0], inds_g.shape[1], cdf.shape[-1]]
cdf_g = torch.gather(cdf.unsqueeze(1).expand(matched_shape), 2, inds_g)
bins_g = torch.gather(bins.unsqueeze(1).expand(matched_shape), 2, inds_g)
denom = (cdf_g[..., 1] - cdf_g[..., 0])
denom = torch.where(denom < 1e-5, torch.ones_like(denom), denom)
t = (u - cdf_g[..., 0]) / denom
samples = bins_g[..., 0] + t * (bins_g[..., 1] - bins_g[..., 0])
return samples
@torch.cuda.amp.autocast(enabled=False)
def near_far_from_bound(rays_o, rays_d, bound, type='cube', min_near=0.05):
# rays: [B, N, 3], [B, N, 3]
# bound: int, radius for ball or half-edge-length for cube
# return near [B, N, 1], far [B, N, 1]
radius = rays_o.norm(dim=-1, keepdim=True)
if type == 'sphere':
near = radius - bound # [B, N, 1]
far = radius + bound
elif type == 'cube':
tmin = (-bound - rays_o) / (rays_d + 1e-15) # [B, N, 3]
tmax = (bound - rays_o) / (rays_d + 1e-15)
near = torch.where(tmin < tmax, tmin, tmax).max(dim=-1, keepdim=True)[0]
far = torch.where(tmin > tmax, tmin, tmax).min(dim=-1, keepdim=True)[0]
# if far < near, means no intersection, set both near and far to inf (1e9 here)
mask = far < near
near[mask] = 1e9
far[mask] = 1e9
# restrict near to a minimal value
near = torch.clamp(near, min=min_near)
return near, far
def plot_pointcloud(pc, color=None):
# pc: [N, 3]
# color: [N, 3/4]
print('[visualize points]', pc.shape, pc.dtype, pc.min(0), pc.max(0))
pc = trimesh.PointCloud(pc, color)
# axis
axes = trimesh.creation.axis(axis_length=4)
# sphere
sphere = trimesh.creation.icosphere(radius=1)
trimesh.Scene([pc, axes, sphere]).show()
class DMTet():
def __init__(self, device):
self.device = device
self.triangle_table = torch.tensor([
[-1, -1, -1, -1, -1, -1],
[ 1, 0, 2, -1, -1, -1],
[ 4, 0, 3, -1, -1, -1],
[ 1, 4, 2, 1, 3, 4],
[ 3, 1, 5, -1, -1, -1],
[ 2, 3, 0, 2, 5, 3],
[ 1, 4, 0, 1, 5, 4],
[ 4, 2, 5, -1, -1, -1],
[ 4, 5, 2, -1, -1, -1],
[ 4, 1, 0, 4, 5, 1],
[ 3, 2, 0, 3, 5, 2],
[ 1, 3, 5, -1, -1, -1],
[ 4, 1, 2, 4, 3, 1],
[ 3, 0, 4, -1, -1, -1],
[ 2, 0, 1, -1, -1, -1],
[-1, -1, -1, -1, -1, -1]
], dtype=torch.long, device=device)
self.num_triangles_table = torch.tensor([0,1,1,2,1,2,2,1,1,2,2,1,2,1,1,0], dtype=torch.long, device=device)
self.base_tet_edges = torch.tensor([0,1,0,2,0,3,1,2,1,3,2,3], dtype=torch.long, device=device)
def sort_edges(self, edges_ex2):
with torch.no_grad():
order = (edges_ex2[:,0] > edges_ex2[:,1]).long()
order = order.unsqueeze(dim=1)
a = torch.gather(input=edges_ex2, index=order, dim=1)
b = torch.gather(input=edges_ex2, index=1-order, dim=1)
return torch.stack([a, b],-1)
def __call__(self, pos_nx3, sdf_n, tet_fx4):
# pos_nx3: [N, 3]
# sdf_n: [N]
# tet_fx4: [F, 4]
with torch.no_grad():
occ_n = sdf_n > 0
occ_fx4 = occ_n[tet_fx4.reshape(-1)].reshape(-1,4)
occ_sum = torch.sum(occ_fx4, -1) # [F,]
valid_tets = (occ_sum>0) & (occ_sum<4)
occ_sum = occ_sum[valid_tets]
# find all vertices
all_edges = tet_fx4[valid_tets][:,self.base_tet_edges].reshape(-1,2)
all_edges = self.sort_edges(all_edges)
unique_edges, idx_map = torch.unique(all_edges,dim=0, return_inverse=True)
unique_edges = unique_edges.long()
mask_edges = occ_n[unique_edges.reshape(-1)].reshape(-1,2).sum(-1) == 1
mapping = torch.ones((unique_edges.shape[0]), dtype=torch.long, device=self.device) * -1
mapping[mask_edges] = torch.arange(mask_edges.sum(), dtype=torch.long,device=self.device)
idx_map = mapping[idx_map] # map edges to verts
interp_v = unique_edges[mask_edges]
edges_to_interp = pos_nx3[interp_v.reshape(-1)].reshape(-1,2,3)
edges_to_interp_sdf = sdf_n[interp_v.reshape(-1)].reshape(-1,2,1)
edges_to_interp_sdf[:,-1] *= -1
denominator = edges_to_interp_sdf.sum(1,keepdim = True)
edges_to_interp_sdf = torch.flip(edges_to_interp_sdf, [1])/denominator
verts = (edges_to_interp * edges_to_interp_sdf).sum(1)
idx_map = idx_map.reshape(-1,6)
v_id = torch.pow(2, torch.arange(4, dtype=torch.long, device=self.device))
tetindex = (occ_fx4[valid_tets] * v_id.unsqueeze(0)).sum(-1)
num_triangles = self.num_triangles_table[tetindex]
# Generate triangle indices
faces = torch.cat((
torch.gather(input=idx_map[num_triangles == 1], dim=1, index=self.triangle_table[tetindex[num_triangles == 1]][:, :3]).reshape(-1,3),
torch.gather(input=idx_map[num_triangles == 2], dim=1, index=self.triangle_table[tetindex[num_triangles == 2]][:, :6]).reshape(-1,3),
), dim=0)
return verts, faces
def compute_edge_to_face_mapping(attr_idx):
with torch.no_grad():
# Get unique edges
# Create all edges, packed by triangle
all_edges = torch.cat((
torch.stack((attr_idx[:, 0], attr_idx[:, 1]), dim=-1),
torch.stack((attr_idx[:, 1], attr_idx[:, 2]), dim=-1),
torch.stack((attr_idx[:, 2], attr_idx[:, 0]), dim=-1),
), dim=-1).view(-1, 2)
# Swap edge order so min index is always first
order = (all_edges[:, 0] > all_edges[:, 1]).long().unsqueeze(dim=1)
sorted_edges = torch.cat((
torch.gather(all_edges, 1, order),
torch.gather(all_edges, 1, 1 - order)
), dim=-1)
# Elliminate duplicates and return inverse mapping
unique_edges, idx_map = torch.unique(sorted_edges, dim=0, return_inverse=True)
tris = torch.arange(attr_idx.shape[0]).repeat_interleave(3).cuda()
tris_per_edge = torch.zeros((unique_edges.shape[0], 2), dtype=torch.int64).cuda()
# Compute edge to face table
mask0 = order[:,0] == 0
mask1 = order[:,0] == 1
tris_per_edge[idx_map[mask0], 0] = tris[mask0]
tris_per_edge[idx_map[mask1], 1] = tris[mask1]
return tris_per_edge
@torch.cuda.amp.autocast(enabled=False)
def normal_consistency(face_normals, t_pos_idx):
tris_per_edge = compute_edge_to_face_mapping(t_pos_idx)
# Fetch normals for both faces sharind an edge
n0 = face_normals[tris_per_edge[:, 0], :]
n1 = face_normals[tris_per_edge[:, 1], :]
# Compute error metric based on normal difference
term = torch.clamp(torch.sum(n0 * n1, -1, keepdim=True), min=-1.0, max=1.0)
term = (1.0 - term)
return torch.mean(torch.abs(term))
def laplacian_uniform(verts, faces):
V = verts.shape[0]
F = faces.shape[0]
# Neighbor indices
ii = faces[:, [1, 2, 0]].flatten()
jj = faces[:, [2, 0, 1]].flatten()
adj = torch.stack([torch.cat([ii, jj]), torch.cat([jj, ii])], dim=0).unique(dim=1)
adj_values = torch.ones(adj.shape[1], device=verts.device, dtype=torch.float)
# Diagonal indices
diag_idx = adj[0]
# Build the sparse matrix
idx = torch.cat((adj, torch.stack((diag_idx, diag_idx), dim=0)), dim=1)
values = torch.cat((-adj_values, adj_values))
# The coalesce operation sums the duplicate indices, resulting in the
# correct diagonal
return torch.sparse_coo_tensor(idx, values, (V,V)).coalesce()
@torch.cuda.amp.autocast(enabled=False)
def laplacian_smooth_loss(verts, faces):
with torch.no_grad():
L = laplacian_uniform(verts, faces.long())
loss = L.mm(verts)
loss = loss.norm(dim=1)
loss = loss.mean()
return loss
class NeRFRenderer(nn.Module):
def __init__(self, opt):
super().__init__()
self.opt = opt
self.bound = opt.bound
self.cascade = 1 + math.ceil(math.log2(opt.bound))
self.grid_size = 128
self.max_level = None
self.dmtet = opt.dmtet
self.cuda_ray = opt.cuda_ray
self.taichi_ray = opt.taichi_ray
self.min_near = opt.min_near
self.density_thresh = opt.density_thresh
# prepare aabb with a 6D tensor (xmin, ymin, zmin, xmax, ymax, zmax)
# NOTE: aabb (can be rectangular) is only used to generate points, we still rely on bound (always cubic) to calculate density grid and hashing.
aabb_train = torch.FloatTensor([-opt.bound, -opt.bound, -opt.bound, opt.bound, opt.bound, opt.bound])
aabb_infer = aabb_train.clone()
self.register_buffer('aabb_train', aabb_train)
self.register_buffer('aabb_infer', aabb_infer)
self.glctx = None
# extra state for cuda raymarching
if self.cuda_ray:
# density grid
density_grid = torch.zeros([self.cascade, self.grid_size ** 3]) # [CAS, H * H * H]
density_bitfield = torch.zeros(self.cascade * self.grid_size ** 3 // 8, dtype=torch.uint8) # [CAS * H * H * H // 8]
self.register_buffer('density_grid', density_grid)
self.register_buffer('density_bitfield', density_bitfield)
self.mean_density = 0
self.iter_density = 0
if self.dmtet:
# load dmtet vertices
tets = np.load('tets/{}_tets.npz'.format(self.opt.tet_grid_size))
self.verts = - torch.tensor(tets['vertices'], dtype=torch.float32, device='cuda') * 2 # covers [-1, 1]
self.indices = torch.tensor(tets['indices'], dtype=torch.long, device='cuda')
self.tet_scale = torch.tensor([1, 1, 1], dtype=torch.float32, device='cuda')
self.dmtet_model = DMTet('cuda')
# vert sdf and deform
sdf = torch.nn.Parameter(torch.zeros_like(self.verts[..., 0]), requires_grad=True)
self.register_parameter('sdf', sdf)
deform = torch.nn.Parameter(torch.zeros_like(self.verts), requires_grad=True)
self.register_parameter('deform', deform)
edges = torch.tensor([0,1, 0,2, 0,3, 1,2, 1,3, 2,3], dtype=torch.long, device="cuda") # six edges for each tetrahedron.
all_edges = self.indices[:,edges].reshape(-1,2) # [M * 6, 2]
all_edges_sorted = torch.sort(all_edges, dim=1)[0]
self.all_edges = torch.unique(all_edges_sorted, dim=0)
if self.opt.h <= 2048 and self.opt.w <= 2048:
self.glctx = dr.RasterizeCudaContext()
else:
self.glctx = dr.RasterizeGLContext()
if self.taichi_ray:
from einops import rearrange
from taichi_modules import RayMarcherTaichi
from taichi_modules import VolumeRendererTaichi
from taichi_modules import RayAABBIntersector as RayAABBIntersectorTaichi
from taichi_modules import raymarching_test as raymarching_test_taichi
from taichi_modules import composite_test as composite_test_fw
from taichi_modules import packbits as packbits_taichi
self.rearrange = rearrange
self.packbits_taichi = packbits_taichi
self.ray_aabb_intersector = RayAABBIntersectorTaichi
self.raymarching_test_taichi = raymarching_test_taichi
self.composite_test_fw = composite_test_fw
self.ray_marching = RayMarcherTaichi(batch_size=4096) # TODO: hard encoded batch size
self.volume_render = VolumeRendererTaichi(batch_size=4096) # TODO: hard encoded batch size
# density grid
density_grid = torch.zeros([self.cascade, self.grid_size ** 3]) # [CAS, H * H * H]
density_bitfield = torch.zeros(self.cascade * self.grid_size ** 3 // 8, dtype=torch.uint8) # [CAS * H * H * H // 8]
self.register_buffer('density_grid', density_grid)
self.register_buffer('density_bitfield', density_bitfield)
self.mean_density = 0
self.iter_density = 0
@torch.no_grad()
def density_blob(self, x):
# x: [B, N, 3]
d = (x ** 2).sum(-1)
if self.opt.density_activation == 'exp':
g = self.opt.blob_density * torch.exp(- d / (2 * self.opt.blob_radius ** 2))
else:
g = self.opt.blob_density * (1 - torch.sqrt(d) / self.opt.blob_radius)
return g
def forward(self, x, d):
raise NotImplementedError()
def density(self, x):
raise NotImplementedError()
def reset_extra_state(self):
if not (self.cuda_ray or self.taichi_ray):
return
# density grid
self.density_grid.zero_()
self.mean_density = 0
self.iter_density = 0
@torch.no_grad()
def export_mesh(self, path, resolution=None, decimate_target=-1, S=128):
if self.opt.dmtet:
sdf = self.sdf
deform = torch.tanh(self.deform) / self.opt.tet_grid_size
vertices, triangles = self.dmtet_model(self.verts + deform, sdf, self.indices)
vertices = vertices.detach().cpu().numpy()
triangles = triangles.detach().cpu().numpy()
else:
if resolution is None:
resolution = self.grid_size
if self.cuda_ray:
density_thresh = min(self.mean_density, self.density_thresh) \
if np.greater(self.mean_density, 0) else self.density_thresh
else:
density_thresh = self.density_thresh
# TODO: use a larger thresh to extract a surface mesh from the density field, but this value is very empirical...
if self.opt.density_activation == 'softplus':
density_thresh = density_thresh * 25
sigmas = np.zeros([resolution, resolution, resolution], dtype=np.float32)
# query
X = torch.linspace(-1, 1, resolution).split(S)
Y = torch.linspace(-1, 1, resolution).split(S)
Z = torch.linspace(-1, 1, resolution).split(S)
for xi, xs in enumerate(X):
for yi, ys in enumerate(Y):
for zi, zs in enumerate(Z):
xx, yy, zz = custom_meshgrid(xs, ys, zs)
pts = torch.cat([xx.reshape(-1, 1), yy.reshape(-1, 1), zz.reshape(-1, 1)], dim=-1) # [S, 3]
val = self.density(pts.to(self.aabb_train.device))
sigmas[xi * S: xi * S + len(xs), yi * S: yi * S + len(ys), zi * S: zi * S + len(zs)] = val['sigma'].reshape(len(xs), len(ys), len(zs)).detach().cpu().numpy() # [S, 1] --> [x, y, z]
print(f'[INFO] marching cubes thresh: {density_thresh} ({sigmas.min()} ~ {sigmas.max()})')
vertices, triangles = mcubes.marching_cubes(sigmas, density_thresh)
vertices = vertices / (resolution - 1.0) * 2 - 1
# clean
vertices = vertices.astype(np.float32)
triangles = triangles.astype(np.int32)
vertices, triangles = clean_mesh(vertices, triangles, remesh=True, remesh_size=0.01)
# decimation
if decimate_target > 0 and triangles.shape[0] > decimate_target:
vertices, triangles = decimate_mesh(vertices, triangles, decimate_target)
v = torch.from_numpy(vertices).contiguous().float().to(self.aabb_train.device)
f = torch.from_numpy(triangles).contiguous().int().to(self.aabb_train.device)
# mesh = trimesh.Trimesh(vertices, triangles, process=False) # important, process=True leads to seg fault...
# mesh.export(os.path.join(path, f'mesh.ply'))
def _export(v, f, h0=2048, w0=2048, ssaa=1, name=''):
# v, f: torch Tensor
device = v.device
v_np = v.cpu().numpy() # [N, 3]
f_np = f.cpu().numpy() # [M, 3]
print(f'[INFO] running xatlas to unwrap UVs for mesh: v={v_np.shape} f={f_np.shape}')
# unwrap uvs
import xatlas
import nvdiffrast.torch as dr
from sklearn.neighbors import NearestNeighbors
from scipy.ndimage import binary_dilation, binary_erosion
atlas = xatlas.Atlas()
atlas.add_mesh(v_np, f_np)
chart_options = xatlas.ChartOptions()
chart_options.max_iterations = 4 # for faster unwrap...
atlas.generate(chart_options=chart_options)
vmapping, ft_np, vt_np = atlas[0] # [N], [M, 3], [N, 2]
# vmapping, ft_np, vt_np = xatlas.parametrize(v_np, f_np) # [N], [M, 3], [N, 2]
vt = torch.from_numpy(vt_np.astype(np.float32)).float().to(device)
ft = torch.from_numpy(ft_np.astype(np.int64)).int().to(device)
# render uv maps
uv = vt * 2.0 - 1.0 # uvs to range [-1, 1]
uv = torch.cat((uv, torch.zeros_like(uv[..., :1]), torch.ones_like(uv[..., :1])), dim=-1) # [N, 4]
if ssaa > 1:
h = int(h0 * ssaa)
w = int(w0 * ssaa)
else:
h, w = h0, w0
if self.glctx is None:
if h <= 2048 and w <= 2048:
self.glctx = dr.RasterizeCudaContext()
else:
self.glctx = dr.RasterizeGLContext()
rast, _ = dr.rasterize(self.glctx, uv.unsqueeze(0), ft, (h, w)) # [1, h, w, 4]
xyzs, _ = dr.interpolate(v.unsqueeze(0), rast, f) # [1, h, w, 3]
mask, _ = dr.interpolate(torch.ones_like(v[:, :1]).unsqueeze(0), rast, f) # [1, h, w, 1]
# masked query
xyzs = xyzs.view(-1, 3)
mask = (mask > 0).view(-1)
feats = torch.zeros(h * w, 3, device=device, dtype=torch.float32)
if mask.any():
xyzs = xyzs[mask] # [M, 3]
# batched inference to avoid OOM
all_feats = []
head = 0
while head < xyzs.shape[0]:
tail = min(head + 640000, xyzs.shape[0])
results_ = self.density(xyzs[head:tail])
all_feats.append(results_['albedo'].float())
head += 640000
feats[mask] = torch.cat(all_feats, dim=0)
feats = feats.view(h, w, -1)
mask = mask.view(h, w)
# quantize [0.0, 1.0] to [0, 255]
feats = feats.cpu().numpy()
feats = (feats * 255).astype(np.uint8)
### NN search as an antialiasing ...
mask = mask.cpu().numpy()
inpaint_region = binary_dilation(mask, iterations=3)
inpaint_region[mask] = 0
search_region = mask.copy()
not_search_region = binary_erosion(search_region, iterations=2)
search_region[not_search_region] = 0
search_coords = np.stack(np.nonzero(search_region), axis=-1)
inpaint_coords = np.stack(np.nonzero(inpaint_region), axis=-1)
knn = NearestNeighbors(n_neighbors=1, algorithm='kd_tree').fit(search_coords)
_, indices = knn.kneighbors(inpaint_coords)
feats[tuple(inpaint_coords.T)] = feats[tuple(search_coords[indices[:, 0]].T)]
feats = cv2.cvtColor(feats, cv2.COLOR_RGB2BGR)
# do ssaa after the NN search, in numpy
if ssaa > 1:
feats = cv2.resize(feats, (w0, h0), interpolation=cv2.INTER_LINEAR)
cv2.imwrite(os.path.join(path, f'{name}albedo.png'), feats)
# save obj (v, vt, f /)
obj_file = os.path.join(path, f'{name}mesh.obj')
mtl_file = os.path.join(path, f'{name}mesh.mtl')
print(f'[INFO] writing obj mesh to {obj_file}')
with open(obj_file, "w") as fp:
fp.write(f'mtllib {name}mesh.mtl \n')
print(f'[INFO] writing vertices {v_np.shape}')
for v in v_np:
fp.write(f'v {v[0]} {v[1]} {v[2]} \n')
print(f'[INFO] writing vertices texture coords {vt_np.shape}')
for v in vt_np:
fp.write(f'vt {v[0]} {1 - v[1]} \n')
print(f'[INFO] writing faces {f_np.shape}')
fp.write(f'usemtl mat0 \n')
for i in range(len(f_np)):
fp.write(f"f {f_np[i, 0] + 1}/{ft_np[i, 0] + 1} {f_np[i, 1] + 1}/{ft_np[i, 1] + 1} {f_np[i, 2] + 1}/{ft_np[i, 2] + 1} \n")
with open(mtl_file, "w") as fp:
fp.write(f'newmtl mat0 \n')
fp.write(f'Ka 1.000000 1.000000 1.000000 \n')
fp.write(f'Kd 1.000000 1.000000 1.000000 \n')
fp.write(f'Ks 0.000000 0.000000 0.000000 \n')
fp.write(f'Tr 1.000000 \n')
fp.write(f'illum 1 \n')
fp.write(f'Ns 0.000000 \n')
fp.write(f'map_Kd {name}albedo.png \n')
_export(v, f)
def run(self, rays_o, rays_d, light_d=None, ambient_ratio=1.0, shading='albedo', bg_color=None, perturb=False, **kwargs):
# rays_o, rays_d: [B, N, 3]
# bg_color: [BN, 3] in range [0, 1]
# return: image: [B, N, 3], depth: [B, N]
prefix = rays_o.shape[:-1]
rays_o = rays_o.contiguous().view(-1, 3)
rays_d = rays_d.contiguous().view(-1, 3)
N = rays_o.shape[0] # N = B * N, in fact
device = rays_o.device
results = {}
# choose aabb
aabb = self.aabb_train if self.training else self.aabb_infer
# sample steps
# nears, fars = raymarching.near_far_from_aabb(rays_o, rays_d, aabb, self.min_near)
# nears.unsqueeze_(-1)
# fars.unsqueeze_(-1)
nears, fars = near_far_from_bound(rays_o, rays_d, self.bound, type='sphere', min_near=self.min_near)
# random sample light_d if not provided
if light_d is None:
# gaussian noise around the ray origin, so the light always face the view dir (avoid dark face)
light_d = safe_normalize(rays_o + torch.randn(3, device=rays_o.device)) # [N, 3]
#print(f'nears = {nears.min().item()} ~ {nears.max().item()}, fars = {fars.min().item()} ~ {fars.max().item()}')
z_vals = torch.linspace(0.0, 1.0, self.opt.num_steps, device=device).unsqueeze(0) # [1, T]
z_vals = z_vals.expand((N, self.opt.num_steps)) # [N, T]
z_vals = nears + (fars - nears) * z_vals # [N, T], in [nears, fars]
# perturb z_vals
sample_dist = (fars - nears) / self.opt.num_steps
if perturb:
z_vals = z_vals + (torch.rand(z_vals.shape, device=device) - 0.5) * sample_dist
#z_vals = z_vals.clamp(nears, fars) # avoid out of bounds xyzs.
# generate xyzs
xyzs = rays_o.unsqueeze(-2) + rays_d.unsqueeze(-2) * z_vals.unsqueeze(-1) # [N, 1, 3] * [N, T, 1] -> [N, T, 3]
xyzs = torch.min(torch.max(xyzs, aabb[:3]), aabb[3:]) # a manual clip.
#plot_pointcloud(xyzs.reshape(-1, 3).detach().cpu().numpy())
# query SDF and RGB
density_outputs = self.density(xyzs.reshape(-1, 3))
#sigmas = density_outputs['sigma'].view(N, self.opt.num_steps) # [N, T]
for k, v in density_outputs.items():
density_outputs[k] = v.view(N, self.opt.num_steps, -1)
# upsample z_vals (nerf-like)
if self.opt.upsample_steps > 0:
with torch.no_grad():
deltas = z_vals[..., 1:] - z_vals[..., :-1] # [N, T-1]
deltas = torch.cat([deltas, sample_dist * torch.ones_like(deltas[..., :1])], dim=-1)
alphas = 1 - torch.exp(-deltas * density_outputs['sigma'].squeeze(-1)) # [N, T]
alphas_shifted = torch.cat([torch.ones_like(alphas[..., :1]), 1 - alphas + 1e-15], dim=-1) # [N, T+1]
weights = alphas * torch.cumprod(alphas_shifted, dim=-1)[..., :-1] # [N, T]
# sample new z_vals
z_vals_mid = (z_vals[..., :-1] + 0.5 * deltas[..., :-1]) # [N, T-1]
new_z_vals = sample_pdf(z_vals_mid, weights[:, 1:-1], self.opt.upsample_steps, det=not self.training).detach() # [N, t]
new_xyzs = rays_o.unsqueeze(-2) + rays_d.unsqueeze(-2) * new_z_vals.unsqueeze(-1) # [N, 1, 3] * [N, t, 1] -> [N, t, 3]
new_xyzs = torch.min(torch.max(new_xyzs, aabb[:3]), aabb[3:]) # a manual clip.
# only forward new points to save computation
new_density_outputs = self.density(new_xyzs.reshape(-1, 3))
#new_sigmas = new_density_outputs['sigma'].view(N, self.opt.upsample_steps) # [N, t]
for k, v in new_density_outputs.items():
new_density_outputs[k] = v.view(N, self.opt.upsample_steps, -1)
# re-order
z_vals = torch.cat([z_vals, new_z_vals], dim=1) # [N, T+t]
z_vals, z_index = torch.sort(z_vals, dim=1)
xyzs = torch.cat([xyzs, new_xyzs], dim=1) # [N, T+t, 3]
xyzs = torch.gather(xyzs, dim=1, index=z_index.unsqueeze(-1).expand_as(xyzs))
for k in density_outputs:
tmp_output = torch.cat([density_outputs[k], new_density_outputs[k]], dim=1)
density_outputs[k] = torch.gather(tmp_output, dim=1, index=z_index.unsqueeze(-1).expand_as(tmp_output))
deltas = z_vals[..., 1:] - z_vals[..., :-1] # [N, T+t-1]
deltas = torch.cat([deltas, sample_dist * torch.ones_like(deltas[..., :1])], dim=-1)
alphas = 1 - torch.exp(-deltas * density_outputs['sigma'].squeeze(-1)) # [N, T+t]
alphas_shifted = torch.cat([torch.ones_like(alphas[..., :1]), 1 - alphas + 1e-15], dim=-1) # [N, T+t+1]
weights = alphas * torch.cumprod(alphas_shifted, dim=-1)[..., :-1] # [N, T+t]
dirs = rays_d.view(-1, 1, 3).expand_as(xyzs)
light_d = light_d.view(-1, 1, 3).expand_as(xyzs)
for k, v in density_outputs.items():
density_outputs[k] = v.view(-1, v.shape[-1])
dirs = safe_normalize(dirs)
sigmas, rgbs, normals = self(xyzs.reshape(-1, 3), dirs.reshape(-1, 3), light_d.reshape(-1, 3), ratio=ambient_ratio, shading=shading)
rgbs = rgbs.view(N, -1, 3) # [N, T+t, 3]
if normals is not None:
normals = normals.view(N, -1, 3)
# calculate weight_sum (mask)
weights_sum = weights.sum(dim=-1) # [N]
# calculate depth
depth = torch.sum(weights * z_vals, dim=-1)
# calculate color
image = torch.sum(weights.unsqueeze(-1) * rgbs, dim=-2) # [N, 3], in [0, 1]
# mix background color
if bg_color is None:
if self.opt.bg_radius > 0:
# use the bg model to calculate bg_color
bg_color = self.background(rays_d) # [N, 3]
else:
bg_color = 1
image = image + (1 - weights_sum).unsqueeze(-1) * bg_color
image = image.view(*prefix, 3)
depth = depth.view(*prefix)
weights_sum = weights_sum.reshape(*prefix)
if self.training:
if self.opt.lambda_orient > 0 and normals is not None:
# orientation loss
loss_orient = weights.detach() * (normals * dirs).sum(-1).clamp(min=0) ** 2
results['loss_orient'] = loss_orient.sum(-1).mean()
if self.opt.lambda_3d_normal_smooth > 0 and normals is not None:
normals_perturb = self.normal(xyzs + torch.randn_like(xyzs) * 1e-2)
results['loss_normal_perturb'] = (normals - normals_perturb).abs().mean()
if (self.opt.lambda_2d_normal_smooth > 0 or self.opt.lambda_normal > 0) and normals is not None:
normal_image = torch.sum(weights.unsqueeze(-1) * (normals + 1) / 2, dim=-2) # [N, 3], in [0, 1]
results['normal_image'] = normal_image
results['image'] = image
results['depth'] = depth
results['weights'] = weights
results['weights_sum'] = weights_sum
return results
def run_cuda(self, rays_o, rays_d, light_d=None, ambient_ratio=1.0, shading='albedo', bg_color=None, perturb=False, T_thresh=1e-4, binarize=False, **kwargs):
# rays_o, rays_d: [B, N, 3]
# return: image: [B, N, 3], depth: [B, N]
prefix = rays_o.shape[:-1]
rays_o = rays_o.contiguous().view(-1, 3)
rays_d = rays_d.contiguous().view(-1, 3)
N = rays_o.shape[0] # B * N, in fact
device = rays_o.device
# pre-calculate near far
nears, fars = raymarching.near_far_from_aabb(rays_o, rays_d, self.aabb_train if self.training else self.aabb_infer)
# random sample light_d if not provided
if light_d is None:
# gaussian noise around the ray origin, so the light always face the view dir (avoid dark face)
light_d = safe_normalize(rays_o + torch.randn(3, device=rays_o.device)) # [N, 3]
results = {}
if self.training:
xyzs, dirs, ts, rays = raymarching.march_rays_train(rays_o, rays_d, self.bound, self.density_bitfield, self.cascade, self.grid_size, nears, fars, perturb, self.opt.dt_gamma, self.opt.max_steps)
dirs = safe_normalize(dirs)
if light_d.shape[0] > 1:
flatten_rays = raymarching.flatten_rays(rays, xyzs.shape[0]).long()
light_d = light_d[flatten_rays]
sigmas, rgbs, normals = self(xyzs, dirs, light_d, ratio=ambient_ratio, shading=shading)
weights, weights_sum, depth, image = raymarching.composite_rays_train(sigmas, rgbs, ts, rays, T_thresh, binarize)
# normals related regularizations
if self.opt.lambda_orient > 0 and normals is not None:
# orientation loss
loss_orient = weights.detach() * (normals * dirs).sum(-1).clamp(min=0) ** 2
results['loss_orient'] = loss_orient.mean()
if self.opt.lambda_3d_normal_smooth > 0 and normals is not None:
normals_perturb = self.normal(xyzs + torch.randn_like(xyzs) * 1e-2)
results['loss_normal_perturb'] = (normals - normals_perturb).abs().mean()
if (self.opt.lambda_2d_normal_smooth > 0 or self.opt.lambda_normal > 0) and normals is not None:
_, _, _, normal_image = raymarching.composite_rays_train(sigmas.detach(), (normals + 1) / 2, ts, rays, T_thresh, binarize)
results['normal_image'] = normal_image
# weights normalization
results['weights'] = weights
else:
# allocate outputs
dtype = torch.float32
weights_sum = torch.zeros(N, dtype=dtype, device=device)
depth = torch.zeros(N, dtype=dtype, device=device)
image = torch.zeros(N, 3, dtype=dtype, device=device)
n_alive = N
rays_alive = torch.arange(n_alive, dtype=torch.int32, device=device) # [N]
rays_t = nears.clone() # [N]
step = 0
while step < self.opt.max_steps: # hard coded max step
# count alive rays
n_alive = rays_alive.shape[0]
# exit loop
if n_alive <= 0:
break
# decide compact_steps
n_step = max(min(N // n_alive, 8), 1)
xyzs, dirs, ts = raymarching.march_rays(n_alive, n_step, rays_alive, rays_t, rays_o, rays_d, self.bound, self.density_bitfield, self.cascade, self.grid_size, nears, fars, perturb if step == 0 else False, self.opt.dt_gamma, self.opt.max_steps)
dirs = safe_normalize(dirs)
sigmas, rgbs, normals = self(xyzs, dirs, light_d, ratio=ambient_ratio, shading=shading)
raymarching.composite_rays(n_alive, n_step, rays_alive, rays_t, sigmas, rgbs, ts, weights_sum, depth, image, T_thresh, binarize)
rays_alive = rays_alive[rays_alive >= 0]
#print(f'step = {step}, n_step = {n_step}, n_alive = {n_alive}, xyzs: {xyzs.shape}')
step += n_step
# mix background color
if bg_color is None:
if self.opt.bg_radius > 0:
# use the bg model to calculate bg_color
bg_color = self.background(rays_d) # [N, 3]
else:
bg_color = 1
image = image + (1 - weights_sum).unsqueeze(-1) * bg_color
image = image.view(*prefix, 3)
depth = depth.view(*prefix)
weights_sum = weights_sum.reshape(*prefix)
results['image'] = image
results['depth'] = depth
results['weights_sum'] = weights_sum
return results
@torch.no_grad()
def init_tet(self, mesh=None):
if mesh is not None:
# normalize mesh
scale = 0.8 / np.array(mesh.bounds[1] - mesh.bounds[0]).max()
center = np.array(mesh.bounds[1] + mesh.bounds[0]) / 2
mesh.vertices = (mesh.vertices - center) * scale
# init scale
# self.tet_scale = torch.from_numpy(np.abs(mesh.vertices).max(axis=0) + 1e-1).to(self.verts.dtype).cuda()
self.tet_scale = torch.from_numpy(np.array([np.abs(mesh.vertices).max()]) + 1e-1).to(self.verts.dtype).cuda()
self.verts = self.verts * self.tet_scale
# init sdf
import cubvh
BVH = cubvh.cuBVH(mesh.vertices, mesh.faces)
sdf, _, _ = BVH.signed_distance(self.verts, return_uvw=False, mode='watertight')
sdf *= -10 # INNER is POSITIVE, also make it stronger
self.sdf.data += sdf.to(self.sdf.data.dtype).clamp(-1, 1)
else:
if self.cuda_ray:
density_thresh = min(self.mean_density, self.density_thresh)
else:
density_thresh = self.density_thresh
if self.opt.density_activation == 'softplus':
density_thresh = density_thresh * 25
# init scale
sigma = self.density(self.verts)['sigma'] # verts covers [-1, 1] now
mask = sigma > density_thresh
valid_verts = self.verts[mask]
self.tet_scale = valid_verts.abs().amax(dim=0) + 1e-1
self.verts = self.verts * self.tet_scale
# init sigma
sigma = self.density(self.verts)['sigma'] # new verts
self.sdf.data += (sigma - density_thresh).clamp(-1, 1)
print(f'[INFO] init dmtet: scale = {self.tet_scale}')
def run_dmtet(self, rays_o, rays_d, mvp, h, w, light_d=None, ambient_ratio=1.0, shading='albedo', bg_color=None, **kwargs):
# mvp: [B, 4, 4]
device = mvp.device
campos = rays_o[:, 0, :] # only need one ray per batch
# random sample light_d if not provided
if light_d is None:
# gaussian noise around the ray origin, so the light always face the view dir (avoid dark face)
light_d = safe_normalize(campos + torch.randn_like(campos)).view(-1, 1, 1, 3) # [B, 1, 1, 3]
results = {}
# get mesh
sdf = self.sdf
deform = torch.tanh(self.deform) / self.opt.tet_grid_size
verts, faces = self.dmtet_model(self.verts + deform, sdf, self.indices)
# get normals
i0, i1, i2 = faces[:, 0], faces[:, 1], faces[:, 2]
v0, v1, v2 = verts[i0, :], verts[i1, :], verts[i2, :]
faces = faces.int()
face_normals = torch.cross(v1 - v0, v2 - v0)
face_normals = safe_normalize(face_normals)
vn = torch.zeros_like(verts)
vn.scatter_add_(0, i0[:, None].repeat(1,3), face_normals)
vn.scatter_add_(0, i1[:, None].repeat(1,3), face_normals)
vn.scatter_add_(0, i2[:, None].repeat(1,3), face_normals)
vn = torch.where(torch.sum(vn * vn, -1, keepdim=True) > 1e-20, vn, torch.tensor([0.0, 0.0, 1.0], dtype=torch.float32, device=vn.device))
# rasterization
verts_clip = torch.bmm(F.pad(verts, pad=(0, 1), mode='constant', value=1.0).unsqueeze(0).repeat(mvp.shape[0], 1, 1),
mvp.permute(0,2,1)).float() # [B, N, 4]
rast, rast_db = dr.rasterize(self.glctx, verts_clip, faces, (h, w))
alpha = (rast[..., 3:] > 0).float()
xyzs, _ = dr.interpolate(verts.unsqueeze(0), rast, faces) # [B, H, W, 3]
normal, _ = dr.interpolate(vn.unsqueeze(0).contiguous(), rast, faces)
normal = safe_normalize(normal)
xyzs = xyzs.view(-1, 3)
mask = (rast[..., 3:] > 0).view(-1).detach()
# do the lighting here since we have normal from mesh now.
albedo = torch.zeros_like(xyzs, dtype=torch.float32)
if mask.any():
masked_albedo = self.density(xyzs[mask])['albedo']
albedo[mask] = masked_albedo.float()
albedo = albedo.view(-1, h, w, 3)
# these two modes lead to no parameters to optimize if using --lock_geo.
if self.opt.lock_geo and shading in ['textureless', 'normal']:
shading = 'lambertian'
if shading == 'albedo':
color = albedo
elif shading == 'textureless':
lambertian = ambient_ratio + (1 - ambient_ratio) * (normal * light_d).sum(-1).float().clamp(min=0)
color = lambertian.unsqueeze(-1).repeat(1, 1, 1, 3)
elif shading == 'normal':
color = (normal + 1) / 2
else: # 'lambertian'
lambertian = ambient_ratio + (1 - ambient_ratio) * (normal * light_d).sum(-1).float().clamp(min=0)
color = albedo * lambertian.unsqueeze(-1)
color = dr.antialias(color, rast, verts_clip, faces).clamp(0, 1) # [B, H, W, 3]
alpha = dr.antialias(alpha, rast, verts_clip, faces).clamp(0, 1) # [B, H, W, 1]
# mix background color
if bg_color is None:
if self.opt.bg_radius > 0:
# use the bg model to calculate bg_color
bg_color = self.background(rays_d) # [N, 3]
else:
bg_color = 1
if torch.is_tensor(bg_color) and len(bg_color.shape) > 1:
bg_color = bg_color.view(-1, h, w, 3)
depth = rast[:, :, :, [2]] # [B, H, W]
color = color + (1 - alpha) * bg_color
results['depth'] = depth
results['image'] = color
results['weights_sum'] = alpha.squeeze(-1)
if self.opt.lambda_2d_normal_smooth > 0 or self.opt.lambda_normal > 0:
normal_image = dr.antialias((normal + 1) / 2, rast, verts_clip, faces).clamp(0, 1) # [B, H, W, 3]
results['normal_image'] = normal_image
# regularizations
if self.training:
if self.opt.lambda_mesh_normal > 0:
results['normal_loss'] = normal_consistency(face_normals, faces)
if self.opt.lambda_mesh_laplacian > 0:
results['lap_loss'] = laplacian_smooth_loss(verts, faces)
return results
def run_taichi(self, rays_o, rays_d, light_d=None, ambient_ratio=1.0, shading='albedo', bg_color=None, perturb=False, T_thresh=1e-4, **kwargs):
# rays_o, rays_d: [B, N, 3], assumes B == 1
# return: image: [B, N, 3], depth: [B, N]
prefix = rays_o.shape[:-1]
rays_o = rays_o.contiguous().view(-1, 3)
rays_d = rays_d.contiguous().view(-1, 3)
N = rays_o.shape[0] # N = B * N, in fact
device = rays_o.device
# pre-calculate near far
exp_step_factor = kwargs.get('exp_step_factor', 0.)
MAX_SAMPLES = 1024
NEAR_DISTANCE = 0.01
center = torch.zeros(1, 3)
half_size = torch.ones(1, 3)
_, hits_t, _ = self.ray_aabb_intersector.apply(rays_o, rays_d, center, half_size, 1)
hits_t[(hits_t[:, 0, 0] >= 0) & (hits_t[:, 0, 0] < NEAR_DISTANCE), 0, 0] = NEAR_DISTANCE
# TODO: should sample different light_d for each batch... but taichi end doesn't have a flatten_ray implemented currently...
# random sample light_d if not provided
if light_d is None:
# gaussian noise around the ray origin, so the light always face the view dir (avoid dark face)
light_d = (rays_o[0] + torch.randn(3, device=device, dtype=torch.float))
light_d = safe_normalize(light_d)
results = {}
if self.training:
rays_a, xyzs, dirs, deltas, ts, _ = self.ray_marching(rays_o, rays_d, hits_t[:, 0], self.density_bitfield, self.cascade, self.bound, exp_step_factor, self.grid_size, MAX_SAMPLES)
dirs = safe_normalize(dirs)
# plot_pointcloud(xyzs.reshape(-1, 3).detach().cpu().numpy())
sigmas, rgbs, normals = self(xyzs, dirs, light_d, ratio=ambient_ratio, shading=shading)
_, weights_sum, depth, image, weights = self.volume_render(sigmas, rgbs, deltas, ts, rays_a, kwargs.get('T_threshold', 1e-4))