/
rooms_free_camera_with_object_rotations.py
254 lines (215 loc) · 8.75 KB
/
rooms_free_camera_with_object_rotations.py
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import argparse
import colorsys
import math
import os
import random
import time
import cv2
import matplotlib.pyplot as plt
import numpy as np
import pyglet
import trimesh
from PIL import Image, ImageEnhance
from tqdm import tqdm
from OpenGL.GL import GL_LINEAR_MIPMAP_LINEAR
import pyrender
from archiver import Archiver, SceneData
from pyrender import (DirectionalLight, Mesh, Node, OffscreenRenderer,
PerspectiveCamera, PointLight, RenderFlags, Scene,
Primitive)
def set_random_texture(node, path, intensity=1.0):
texture_image = Image.open(path).convert("RGB")
if intensity < 1.0:
enhancer = ImageEnhance.Brightness(texture_image)
texture_image = enhancer.enhance(intensity)
primitive = node.mesh.primitives[0]
assert isinstance(primitive, Primitive)
primitive.material.baseColorTexture.source = texture_image
primitive.material.baseColorTexture.sampler.minFilter = GL_LINEAR_MIPMAP_LINEAR
def build_scene(colors, floor_textures, wall_textures, objects):
scene = Scene(
bg_color=np.array([153 / 255, 226 / 255, 249 / 255]),
ambient_light=np.array([0.5, 0.5, 0.5, 1.0]))
floor_trimesh = trimesh.load("objects/floor.obj")
mesh = Mesh.from_trimesh(floor_trimesh)
node = Node(
mesh=mesh,
rotation=pyrender.quaternion.from_pitch(-math.pi / 2),
translation=np.array([0, 0, 0]))
texture_path = random.choice(floor_textures)
set_random_texture(node, texture_path, intensity=0.8)
scene.add_node(node)
texture_path = random.choice(wall_textures)
wall_trimesh = trimesh.load("objects/wall.obj")
mesh = Mesh.from_trimesh(wall_trimesh)
node = Node(mesh=mesh, translation=np.array([0, 1.15, -3.5]))
set_random_texture(node, texture_path)
scene.add_node(node)
mesh = Mesh.from_trimesh(wall_trimesh)
node = Node(
mesh=mesh,
rotation=pyrender.quaternion.from_yaw(math.pi),
translation=np.array([0, 1.15, 3.5]))
set_random_texture(node, texture_path)
scene.add_node(node)
mesh = Mesh.from_trimesh(wall_trimesh)
node = Node(
mesh=mesh,
rotation=pyrender.quaternion.from_yaw(-math.pi / 2),
translation=np.array([3.5, 1.15, 0]))
set_random_texture(node, texture_path)
scene.add_node(node)
mesh = Mesh.from_trimesh(wall_trimesh)
node = Node(
mesh=mesh,
rotation=pyrender.quaternion.from_yaw(math.pi / 2),
translation=np.array([-3.5, 1.15, 0]))
set_random_texture(node, texture_path)
scene.add_node(node)
# light = PointLight(color=np.ones(3), intensity=200.0)
# node = Node(
# light=light,
# translation=np.array([0, 5, 5]))
# scene.add_node(node)
light = DirectionalLight(color=np.ones(3), intensity=10)
position = np.array([0, 1, 1])
position = position / np.linalg.norm(position)
yaw, pitch = compute_yaw_and_pitch(position)
node = Node(
light=light,
rotation=genearte_camera_quaternion(yaw, pitch),
translation=np.array([0, 1, 1]))
scene.add_node(node)
# Place objects
directions = [-1.0, 0.0, 1.0]
available_positions = []
for z in directions:
for x in directions:
available_positions.append((x, z))
available_positions = np.array(available_positions)
num_objects = random.choice(range(args.max_num_objects)) + 1
indices = np.random.choice(
np.arange(len(available_positions)), replace=False, size=num_objects)
for xz in available_positions[indices]:
node = random.choice(objects)()
node.mesh.primitives[0].color_0 = random.choice(colors)
if args.discrete_position == False:
xz += np.random.uniform(-0.25, 0.25, size=xz.shape)
yaw = np.random.uniform(0, math.pi * 2, size=1)[0]
rotation = pyrender.quaternion.from_yaw(yaw)
parent = Node(
children=[node],
rotation=rotation,
translation=np.array([xz[0], 0, xz[1]]))
scene.add_node(parent)
return scene
def udpate_vertex_buffer(cube_nodes):
for node in (cube_nodes):
node.mesh.primitives[0].update_vertex_buffer_data()
def compute_yaw_and_pitch(vec):
x, y, z = vec
norm = np.linalg.norm(vec)
if z < 0:
yaw = math.pi + math.atan(x / z)
elif x < 0:
yaw = math.pi * 2 + math.atan(x / z)
else:
yaw = math.atan(x / z)
pitch = -math.asin(y / norm)
return yaw, pitch
def genearte_camera_quaternion(yaw, pitch):
quaternion_yaw = pyrender.quaternion.from_yaw(yaw)
quaternion_pitch = pyrender.quaternion.from_pitch(pitch)
quaternion = pyrender.quaternion.multiply(quaternion_pitch, quaternion_yaw)
quaternion = quaternion / np.linalg.norm(quaternion)
return quaternion
def main():
try:
os.makedirs(args.output_directory)
except:
pass
# Colors
colors = []
for n in range(args.num_colors):
hue = n / args.num_colors
saturation = 1
lightness = 1
red, green, blue = colorsys.hsv_to_rgb(hue, saturation, lightness)
colors.append(np.array((red, green, blue, 1)))
floor_textures = [
"../textures/lg_floor_d.tga",
"../textures/lg_style_01_floor_blue_d.tga",
"../textures/lg_style_01_floor_orange_bright_d.tga",
]
wall_textures = [
"../textures/lg_style_01_wall_cerise_d.tga",
"../textures/lg_style_01_wall_green_bright_d.tga",
"../textures/lg_style_01_wall_red_bright_d.tga",
"../textures/lg_style_02_wall_yellow_d.tga",
"../textures/lg_style_03_wall_orange_bright_d.tga",
]
objects = [
pyrender.objects.Capsule,
pyrender.objects.Cylinder,
pyrender.objects.Icosahedron,
pyrender.objects.Box,
pyrender.objects.Sphere,
]
renderer = OffscreenRenderer(
viewport_width=args.image_size, viewport_height=args.image_size)
archiver = Archiver(
directory=args.output_directory,
total_scenes=args.total_scenes,
num_scenes_per_file=min(args.num_scenes_per_file, args.total_scenes),
image_size=(args.image_size, args.image_size),
num_observations_per_scene=args.num_observations_per_scene,
initial_file_number=args.initial_file_number)
for scene_index in tqdm(range(args.total_scenes)):
scene = build_scene(colors, floor_textures, wall_textures, objects)
camera_distance = 4
camera = PerspectiveCamera(yfov=math.pi / 4)
camera_node = Node(camera=camera, translation=np.array([0, 1, 1]))
scene.add_node(camera_node)
scene_data = SceneData((args.image_size, args.image_size),
args.num_observations_per_scene)
for observation_index in range(args.num_observations_per_scene):
rand_position_xz = np.random.uniform(-3, 3, size=2)
rand_position_xz = 3 * rand_position_xz / np.linalg.norm(
rand_position_xz)
rand_lookat_xz = np.random.uniform(-6, 6, size=2)
camera_position = np.array(
[rand_position_xz[0], 1, rand_position_xz[1]])
camera_direction = rand_position_xz - rand_lookat_xz
camera_direction = np.array(
[camera_direction[0], 0, camera_direction[1]])
# Compute yaw and pitch
yaw, pitch = compute_yaw_and_pitch(camera_direction)
camera_node.rotation = genearte_camera_quaternion(yaw, pitch)
camera_node.translation = camera_position
# Rendering
flags = RenderFlags.SHADOWS_DIRECTIONAL
if args.anti_aliasing:
flags |= RenderFlags.ANTI_ALIASING
image = renderer.render(scene, flags=flags)[0]
scene_data.add(image, camera_position, math.cos(yaw),
math.sin(yaw), math.cos(pitch), math.sin(pitch))
plt.clf()
plt.imshow(image)
plt.pause(0.1)
archiver.add(scene_data)
renderer.delete()
if __name__ == "__main__":
parser = argparse.ArgumentParser()
parser.add_argument("--total-scenes", "-total", type=int, default=2000000)
parser.add_argument("--num-scenes-per-file", type=int, default=2000)
parser.add_argument("--initial-file-number", type=int, default=1)
parser.add_argument("--num-observations-per-scene", type=int, default=10)
parser.add_argument("--image-size", type=int, default=64)
parser.add_argument("--max-num-objects", type=int, default=3)
parser.add_argument("--num-colors", type=int, default=10)
parser.add_argument("--output-directory", type=str, required=True)
parser.add_argument("--anti-aliasing", default=False, action="store_true")
parser.add_argument(
"--discrete-position", default=False, action="store_true")
args = parser.parse_args()
main()