optimize code structure

This commit is contained in:
hofee
2024-10-18 20:46:31 +08:00
parent dd01b4903d
commit 1f8c017a01
10 changed files with 816 additions and 1363 deletions

391
utils/blender_util.py Normal file
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import os
import json
import bpy
import time
import gc
import numpy as np
import mathutils
class BlenderUtils:
TABLE_NAME: str = "table"
CAMERA_NAME: str = "Camera"
CAMERA_RIGHT_NAME: str = "CameraRight"
CAMERA_OBJECT_NAME: str = "CameraObject"
DISPLAY_TABLE_NAME: str = "display_table"
MESH_FILE_NAME: str = "mesh.obj"
@staticmethod
def get_obj_path(obj_dir, name):
return os.path.join(obj_dir, name, BlenderUtils.MESH_FILE_NAME)
@staticmethod
def load_obj(name, mesh_path, scale=1):
print(mesh_path)
bpy.ops.wm.obj_import(filepath=mesh_path)
loaded_object = bpy.context.selected_objects[-1]
loaded_object.name = name
loaded_object.data.name = name
loaded_object.scale = (scale, scale, scale)
bpy.ops.rigidbody.object_add()
return loaded_object
@staticmethod
def get_obj(name):
return bpy.data.objects.get(name)
@staticmethod
def get_obj_pose(name):
obj = BlenderUtils.get_obj(name)
return np.asarray(obj.matrix_world)
@staticmethod
def add_plane(name, location, orientation, size=10):
bpy.ops.mesh.primitive_plane_add(size=size, location=location)
plane = bpy.context.selected_objects[-1]
plane.name = name
plane.rotation_euler = orientation
bpy.ops.rigidbody.object_add()
bpy.context.object.rigid_body.type = "PASSIVE"
@staticmethod
def add_table(table_model_path):
table = BlenderUtils.load_obj(
BlenderUtils.TABLE_NAME, table_model_path, scale=0.01
)
bpy.ops.rigidbody.object_add()
bpy.context.object.rigid_body.type = "PASSIVE"
mat = bpy.data.materials.new(name="TableYellowMaterial")
mat.diffuse_color = (1.0, 1.0, 0.0, 1.0)
if len(table.data.materials) > 0:
table.data.materials[0] = mat
else:
table.data.materials.append(mat)
@staticmethod
def setup_scene(init_light_and_camera_config, table_model_path, binocular_vision):
bpy.context.scene.render.engine = "BLENDER_EEVEE_NEXT"
bpy.context.scene.display.shading.show_xray = False
bpy.context.scene.display.shading.use_dof = False
bpy.context.scene.display.render_aa = "OFF"
bpy.context.scene.view_settings.view_transform = "Standard"
bpy.context.scene.eevee.use_ssr = False # 关闭屏幕空间反射
bpy.context.scene.eevee.use_bloom = False # 关闭辉光
bpy.context.scene.eevee.use_gtao = False # 关闭环境光遮蔽
bpy.context.scene.eevee.use_soft_shadows = False # 关闭软阴影
bpy.context.scene.eevee.use_shadows = False # 关闭所有阴影
bpy.context.scene.world.use_nodes = False # 如果你不需要环境光,关闭环境节点
# bpy.context.scene.eevee.use_sss = False # 关闭次表面散射
# 2. 设置最低的采样数
bpy.context.scene.eevee.taa_render_samples = 1
bpy.context.scene.eevee.taa_samples = 1
BlenderUtils.init_light_and_camera(
init_light_and_camera_config, binocular_vision
)
BlenderUtils.add_plane("plane_floor", location=(0, 0, 0), orientation=(0, 0, 0))
BlenderUtils.add_plane("plane_ceil", location=(0, 0, 10), orientation=(0, 0, 0))
BlenderUtils.add_plane(
"plane_wall_1", location=(5, 0, 5), orientation=(0, np.pi / 2, 0)
)
BlenderUtils.add_plane(
"plane_wall_2", location=(-5, 0, 5), orientation=(0, np.pi / 2, 0)
)
BlenderUtils.add_plane(
"plane_wall_3", location=(0, 5, 5), orientation=(np.pi / 2, 0, 0)
)
BlenderUtils.add_plane(
"plane_wall_4", location=(0, -5, 5), orientation=(np.pi / 2, 0, 0)
)
BlenderUtils.add_table(table_model_path)
@staticmethod
def set_light_params(light, config):
light.location = config["location"]
light.rotation_euler = config["orientation"]
if light.type == "SUN":
light.data.energy = config["power"]
elif light.type == "POINT":
light.data.energy = config["power"]
@staticmethod
def set_camera_params(camera, config, binocular_vision):
camera_object = bpy.data.objects.new(BlenderUtils.CAMERA_OBJECT_NAME, None)
bpy.context.collection.objects.link(camera_object)
cameras = [bpy.data.objects.get("Camera")]
camera.location = [0, 0, 0]
camera.rotation_euler = [0, 0, 0]
camera.parent = camera_object
if binocular_vision:
left_camera = cameras[0]
right_camera = left_camera.copy()
right_camera.name = BlenderUtils.CAMERA_RIGHT_NAME
right_camera.data = left_camera.data.copy()
right_camera.data.name = BlenderUtils.CAMERA_RIGHT_NAME
bpy.context.collection.objects.link(right_camera)
right_camera.parent = camera_object
right_camera.location = [config["eye_distance"] / 2, 0, 0]
left_camera.location = [-config["eye_distance"] / 2, 0, 0]
binocular_angle = config["eye_angle"]
half_angle = np.radians(binocular_angle / 2)
left_camera.rotation_euler[1] = -half_angle
right_camera.rotation_euler[1] = half_angle
cameras.append(right_camera)
for camera in cameras:
camera.data.clip_start = config["near_plane"]
camera.data.clip_end = config["far_plane"]
bpy.context.scene.render.resolution_x = config["resolution"][0]
bpy.context.scene.render.resolution_y = config["resolution"][1]
sensor_height = 24.0
focal_length = sensor_height / (
2 * np.tan(np.radians(config["fov_vertical"]) / 2)
)
camera.data.lens = focal_length
camera.data.sensor_width = (
sensor_height * config["resolution"][0] / config["resolution"][1]
)
camera.data.sensor_height = sensor_height
@staticmethod
def init_light_and_camera(init_light_and_camera_config, binocular_vision):
camera = BlenderUtils.get_obj(BlenderUtils.CAMERA_NAME)
BlenderUtils.set_camera_params(
camera,
init_light_and_camera_config[BlenderUtils.CAMERA_NAME],
binocular_vision,
)
@staticmethod
def get_obj_diag(name):
obj = BlenderUtils.get_obj(name)
return np.linalg.norm(obj.dimensions)
@staticmethod
def matrix_to_blender_pose(matrix):
location = matrix[:3, 3]
rotation_matrix = matrix[:3, :3]
rotation_matrix_blender = mathutils.Matrix(rotation_matrix.tolist())
rotation_euler = rotation_matrix_blender.to_euler()
return location, rotation_euler
@staticmethod
def set_camera_at(pose):
camera = BlenderUtils.get_obj(BlenderUtils.CAMERA_OBJECT_NAME)
location, rotation_euler = BlenderUtils.matrix_to_blender_pose(pose)
camera.location = location
camera.rotation_euler = rotation_euler
@staticmethod
def get_object_bottom_z(obj):
vertices = [v.co for v in obj.data.vertices]
vertices_world = [obj.matrix_world @ v for v in vertices]
min_z = min([v.z for v in vertices_world])
return min_z
@staticmethod
def render_normal_and_depth(
output_dir, file_name, binocular_vision=False, target_object=None
):
target_cameras = [BlenderUtils.CAMERA_NAME]
if binocular_vision:
target_cameras.append(BlenderUtils.CAMERA_RIGHT_NAME)
for cam_name in target_cameras:
bpy.context.scene.camera = BlenderUtils.get_obj(cam_name)
cam_suffix = "L" if cam_name == BlenderUtils.CAMERA_NAME else "R"
scene = bpy.context.scene
scene.render.filepath = ""
mask_dir = os.path.join(output_dir, "normal")
if not os.path.exists(mask_dir):
os.makedirs(mask_dir)
scene.render.filepath = os.path.join(
output_dir, mask_dir, f"{file_name}_{cam_suffix}.png"
)
scene.render.image_settings.color_depth = "8"
scene.render.resolution_percentage = 100
scene.render.use_overwrite = False
scene.render.use_file_extension = False
scene.render.use_placeholder = False
scene.use_nodes = True
tree = scene.node_tree
for node in tree.nodes:
tree.nodes.remove(node)
rl = tree.nodes.new("CompositorNodeRLayers")
map_range = tree.nodes.new("CompositorNodeMapRange")
map_range.inputs["From Min"].default_value = 0.01
map_range.inputs["From Max"].default_value = 5
map_range.inputs["To Min"].default_value = 0
map_range.inputs["To Max"].default_value = 1
tree.links.new(rl.outputs["Depth"], map_range.inputs[0])
output_depth = tree.nodes.new("CompositorNodeOutputFile")
depth_dir = os.path.join(output_dir, "depth")
if not os.path.exists(depth_dir):
os.makedirs(depth_dir)
output_depth.base_path = depth_dir
output_depth.file_slots[0].path = f"{file_name}_{cam_suffix}.####"
output_depth.format.file_format = "PNG"
output_depth.format.color_mode = "BW"
output_depth.format.color_depth = "16"
tree.links.new(map_range.outputs[0], output_depth.inputs[0])
bpy.ops.render.render(write_still=True)
msg = "success"
return msg
@staticmethod
def render_mask(
output_dir, file_name, binocular_vision=False, target_object=None
):
target_cameras = [BlenderUtils.CAMERA_NAME]
if binocular_vision:
target_cameras.append(BlenderUtils.CAMERA_RIGHT_NAME)
# use pass z
bpy.context.scene.view_layers["ViewLayer"].use_pass_z = True
for cam_name in target_cameras:
bpy.context.scene.camera = BlenderUtils.get_obj(cam_name)
cam_suffix = "L" if cam_name == BlenderUtils.CAMERA_NAME else "R"
scene = bpy.context.scene
scene.render.filepath = ""
mask_dir = os.path.join(output_dir, "mask")
if not os.path.exists(mask_dir):
os.makedirs(mask_dir)
scene.render.filepath = os.path.join(
output_dir, mask_dir, f"{file_name}_{cam_suffix}.png"
)
scene.render.image_settings.color_depth = "8"
scene.render.resolution_percentage = 100
scene.render.use_overwrite = False
scene.render.use_file_extension = False
scene.render.use_placeholder = False
bpy.ops.render.render(write_still=True)
msg = "success"
return msg
@staticmethod
def save_cam_params(scene_dir, idx, binocular_vision=False):
camera = BlenderUtils.get_obj(BlenderUtils.CAMERA_NAME)
extrinsic = np.array(camera.matrix_world)
cam_data = camera.data
focal_length = cam_data.lens
sensor_width = cam_data.sensor_width
sensor_height = cam_data.sensor_height
resolution_x = bpy.context.scene.render.resolution_x
resolution_y = bpy.context.scene.render.resolution_y
intrinsic = np.zeros((3, 3))
intrinsic[0, 0] = focal_length * resolution_x / sensor_width # fx
intrinsic[1, 1] = focal_length * resolution_y / sensor_height # fy
intrinsic[0, 2] = resolution_x / 2.0 # cx
intrinsic[1, 2] = resolution_y / 2.0 # cy
intrinsic[2, 2] = 1.0
cam_object = BlenderUtils.get_obj(BlenderUtils.CAMERA_OBJECT_NAME)
extrinsic_cam_object = np.array(cam_object.matrix_world)
data = {
"extrinsic": extrinsic.tolist(),
"extrinsic_cam_object": extrinsic_cam_object.tolist(),
"intrinsic": intrinsic.tolist(),
"far_plane": camera.data.clip_end,
"near_plane": camera.data.clip_start,
}
if binocular_vision:
right_camera = BlenderUtils.get_obj(BlenderUtils.CAMERA_RIGHT_NAME)
extrinsic_right = np.array(right_camera.matrix_world)
print("result:", extrinsic_right)
data["extrinsic_R"] = extrinsic_right.tolist()
cam_params_dir = os.path.join(scene_dir, "camera_params")
if not os.path.exists(cam_params_dir):
os.makedirs(cam_params_dir)
cam_params_path = os.path.join(cam_params_dir, f"{idx}.json")
with open(cam_params_path, "w") as f:
json.dump(data, f, indent=4)
@staticmethod
def reset_objects_and_platform():
all_objects = bpy.data.objects
keep_objects = {
"plane_floor",
"plane_ceil",
"plane_wall_1",
"plane_wall_2",
"plane_wall_3",
"plane_wall_4",
}
keep_objects.add(BlenderUtils.CAMERA_OBJECT_NAME)
keep_objects.add(BlenderUtils.CAMERA_NAME)
keep_objects.add(BlenderUtils.CAMERA_RIGHT_NAME)
keep_objects.add(BlenderUtils.TABLE_NAME)
for obj in all_objects:
if obj.name not in keep_objects:
bpy.data.objects.remove(obj, do_unlink=True)
for block in bpy.data.meshes:
if block.users == 0:
bpy.data.meshes.remove(block)
for block in bpy.data.materials:
if block.users == 0:
bpy.data.materials.remove(block)
for block in bpy.data.images:
if block.users == 0:
bpy.data.images.remove(block)
gc.collect()
bpy.context.scene.frame_set(0)
@staticmethod
def save_scene_info(scene_root_dir, display_table_config, target_name):
all_objects = bpy.data.objects
no_save_objects = {
"plane_floor",
"plane_ceil",
"plane_wall_1",
"plane_wall_2",
"plane_wall_3",
"plane_wall_4",
}
no_save_objects.add(BlenderUtils.CAMERA_OBJECT_NAME)
no_save_objects.add(BlenderUtils.CAMERA_NAME)
no_save_objects.add(BlenderUtils.CAMERA_RIGHT_NAME)
no_save_objects.add(BlenderUtils.TABLE_NAME)
scene_info = {}
for obj in all_objects:
if (
obj.name not in no_save_objects
and obj.name != BlenderUtils.DISPLAY_TABLE_NAME
):
obj_info = {
"location": list(obj.location),
"rotation_euler": list(obj.rotation_euler),
"scale": list(obj.scale),
}
scene_info[obj.name] = obj_info
scene_info[BlenderUtils.DISPLAY_TABLE_NAME] = display_table_config
scene_info["target_name"] = target_name
scene_info_path = os.path.join(scene_root_dir, "scene_info.json")
with open(scene_info_path, "w") as outfile:
json.dump(scene_info, outfile)

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utils/material_util.py Normal file
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import bpy
class MaterialUtil:
''' --------- Basic --------- '''
@staticmethod
def change_object_material(obj, mat):
if obj.data.materials:
obj.data.materials[0] = mat
else:
obj.data.materials.append(mat)
''' ------- Materials ------- '''
@staticmethod
def create_normal_material():
normal_mat = bpy.data.materials.new(name="NormalMaterial")
normal_mat.use_nodes = True
nodes = normal_mat.node_tree.nodes
links = normal_mat.node_tree.links
nodes.clear()
geometry_node = nodes.new(type="ShaderNodeNewGeometry")
vector_transform_node = nodes.new(type="ShaderNodeVectorTransform")
separate_xyz_node = nodes.new(type="ShaderNodeSeparateXYZ")
multiply_node_x = nodes.new(type="ShaderNodeMath")
multiply_node_y = nodes.new(type="ShaderNodeMath")
multiply_node_z = nodes.new(type="ShaderNodeMath")
combine_xyz_node = nodes.new(type="ShaderNodeCombineXYZ")
light_path_node = nodes.new(type="ShaderNodeLightPath")
emission_node_1 = nodes.new(type="ShaderNodeEmission")
emission_node_2 = nodes.new(type="ShaderNodeEmission")
mix_shader_node_1 = nodes.new(type="ShaderNodeMixShader")
mix_shader_node_2 = nodes.new(type="ShaderNodeMixShader")
material_output_node = nodes.new(type="ShaderNodeOutputMaterial")
vector_transform_node.vector_type = 'VECTOR'
vector_transform_node.convert_from = 'WORLD'
vector_transform_node.convert_to = 'CAMERA'
multiply_node_x.operation = 'MULTIPLY'
multiply_node_x.inputs[1].default_value = 1.0
multiply_node_y.operation = 'MULTIPLY'
multiply_node_y.inputs[1].default_value = 1.0
multiply_node_z.operation = 'MULTIPLY'
multiply_node_z.inputs[1].default_value = -1.0
emission_node_1.inputs['Strength'].default_value = 1.0
emission_node_2.inputs['Strength'].default_value = 1.0
mix_shader_node_2.inputs['Fac'].default_value = 0.5
links.new(geometry_node.outputs['Normal'], vector_transform_node.inputs['Vector'])
links.new(vector_transform_node.outputs['Vector'], separate_xyz_node.inputs['Vector'])
links.new(separate_xyz_node.outputs['X'], multiply_node_x.inputs[0])
links.new(separate_xyz_node.outputs['Y'], multiply_node_y.inputs[0])
links.new(separate_xyz_node.outputs['Z'], multiply_node_z.inputs[0])
links.new(multiply_node_x.outputs['Value'], combine_xyz_node.inputs['X'])
links.new(multiply_node_y.outputs['Value'], combine_xyz_node.inputs['Y'])
links.new(multiply_node_z.outputs['Value'], combine_xyz_node.inputs['Z'])
links.new(combine_xyz_node.outputs['Vector'], emission_node_1.inputs['Color'])
links.new(light_path_node.outputs['Is Camera Ray'], mix_shader_node_1.inputs['Fac'])
links.new(emission_node_1.outputs['Emission'], mix_shader_node_1.inputs[2])
links.new(mix_shader_node_1.outputs['Shader'], mix_shader_node_2.inputs[1])
links.new(emission_node_2.outputs['Emission'], mix_shader_node_2.inputs[2])
links.new(mix_shader_node_2.outputs['Shader'], material_output_node.inputs['Surface'])
return normal_mat
@staticmethod
def create_mask_material(color=(1.0, 1.0, 1.0)):
mask_mat = bpy.data.materials.new(name="MaskMaterial")
mask_mat.use_nodes = True
nodes = mask_mat.node_tree.nodes
links = mask_mat.node_tree.links
nodes.clear()
emission_node = nodes.new(type="ShaderNodeEmission")
emission_node.inputs['Color'].default_value = (*color, 1.0)
emission_node.inputs['Strength'].default_value = 1.0
material_output_node = nodes.new(type="ShaderNodeOutputMaterial")
links.new(emission_node.outputs['Emission'], material_output_node.inputs['Surface'])
return mask_mat
# -------- debug --------
if __name__ == "__main__":
cube = bpy.data.objects.get("Cube")
normal_mat = MaterialUtil.create_normal_material()
MaterialUtil.change_object_material(cube, normal_mat)

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utils/pose.py Normal file
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import numpy as np
class PoseUtil:
ROTATION = 1
TRANSLATION = 2
SCALE = 3
@staticmethod
def get_uniform_translation(trans_m_min, trans_m_max, trans_unit, debug=False):
if isinstance(trans_m_min, list):
x_min, y_min, z_min = trans_m_min
x_max, y_max, z_max = trans_m_max
else:
x_min, y_min, z_min = trans_m_min, trans_m_min, trans_m_min
x_max, y_max, z_max = trans_m_max, trans_m_max, trans_m_max
x = np.random.uniform(x_min, x_max)
y = np.random.uniform(y_min, y_max)
z = np.random.uniform(z_min, z_max)
translation = np.array([x, y, z])
if trans_unit == "cm":
translation = translation / 100
if debug:
print("uniform translation:", translation)
return translation
@staticmethod
def get_uniform_rotation(rot_degree_min=0, rot_degree_max=180, debug=False):
axis = np.random.randn(3)
axis /= np.linalg.norm(axis)
theta = np.random.uniform(
rot_degree_min / 180 * np.pi, rot_degree_max / 180 * np.pi
)
K = np.array(
[[0, -axis[2], axis[1]], [axis[2], 0, -axis[0]], [-axis[1], axis[0], 0]]
)
R = np.eye(3) + np.sin(theta) * K + (1 - np.cos(theta)) * (K @ K)
if debug:
print("uniform rotation:", theta * 180 / np.pi)
return R
@staticmethod
def get_uniform_pose(
trans_min, trans_max, rot_min=0, rot_max=180, trans_unit="cm", debug=False
):
translation = PoseUtil.get_uniform_translation(
trans_min, trans_max, trans_unit, debug
)
rotation = PoseUtil.get_uniform_rotation(rot_min, rot_max, debug)
pose = np.eye(4)
pose[:3, :3] = rotation
pose[:3, 3] = translation
return pose
@staticmethod
def get_n_uniform_pose(
trans_min,
trans_max,
rot_min=0,
rot_max=180,
n=1,
trans_unit="cm",
fix=None,
contain_canonical=True,
debug=False,
):
if fix == PoseUtil.ROTATION:
translations = np.zeros((n, 3))
for i in range(n):
translations[i] = PoseUtil.get_uniform_translation(
trans_min, trans_max, trans_unit, debug
)
if contain_canonical:
translations[0] = np.zeros(3)
rotations = PoseUtil.get_uniform_rotation(rot_min, rot_max, debug)
elif fix == PoseUtil.TRANSLATION:
rotations = np.zeros((n, 3, 3))
for i in range(n):
rotations[i] = PoseUtil.get_uniform_rotation(rot_min, rot_max, debug)
if contain_canonical:
rotations[0] = np.eye(3)
translations = PoseUtil.get_uniform_translation(
trans_min, trans_max, trans_unit, debug
)
else:
translations = np.zeros((n, 3))
rotations = np.zeros((n, 3, 3))
for i in range(n):
translations[i] = PoseUtil.get_uniform_translation(
trans_min, trans_max, trans_unit, debug
)
for i in range(n):
rotations[i] = PoseUtil.get_uniform_rotation(rot_min, rot_max, debug)
if contain_canonical:
translations[0] = np.zeros(3)
rotations[0] = np.eye(3)
pose = np.eye(4, 4, k=0)[np.newaxis, :].repeat(n, axis=0)
pose[:, :3, :3] = rotations
pose[:, :3, 3] = translations
return pose
@staticmethod
def get_n_uniform_pose_batch(
trans_min,
trans_max,
rot_min=0,
rot_max=180,
n=1,
batch_size=1,
trans_unit="cm",
fix=None,
contain_canonical=False,
debug=False,
):
batch_poses = []
for i in range(batch_size):
pose = PoseUtil.get_n_uniform_pose(
trans_min,
trans_max,
rot_min,
rot_max,
n,
trans_unit,
fix,
contain_canonical,
debug,
)
batch_poses.append(pose)
pose_batch = np.stack(batch_poses, axis=0)
return pose_batch
@staticmethod
def get_uniform_scale(scale_min, scale_max, debug=False):
if isinstance(scale_min, list):
x_min, y_min, z_min = scale_min
x_max, y_max, z_max = scale_max
else:
x_min, y_min, z_min = scale_min, scale_min, scale_min
x_max, y_max, z_max = scale_max, scale_max, scale_max
x = np.random.uniform(x_min, x_max)
y = np.random.uniform(y_min, y_max)
z = np.random.uniform(z_min, z_max)
scale = np.array([x, y, z])
if debug:
print("uniform scale:", scale)
return scale

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utils/view_sample_util.py Normal file
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import numpy as np
import bmesh
from collections import defaultdict
from scipy.spatial.transform import Rotation as R
from utils.pose import PoseUtil
import random
class ViewSampleUtil:
@staticmethod
def farthest_point_sampling(points, num_samples):
num_points = points.shape[0]
if num_samples >= num_points:
return points, np.arange(num_points)
sampled_indices = np.zeros(num_samples, dtype=int)
sampled_indices[0] = np.random.randint(num_points)
min_distances = np.full(num_points, np.inf)
for i in range(1, num_samples):
current_point = points[sampled_indices[i - 1]]
dist_to_current_point = np.linalg.norm(points - current_point, axis=1)
min_distances = np.minimum(min_distances, dist_to_current_point)
sampled_indices[i] = np.argmax(min_distances)
downsampled_points = points[sampled_indices]
return downsampled_points, sampled_indices
@staticmethod
def voxel_downsample(points, voxel_size):
voxel_grid = defaultdict(list)
for i, point in enumerate(points):
voxel_index = tuple((point // voxel_size).astype(int))
voxel_grid[voxel_index].append(i)
downsampled_points = []
downsampled_indices = []
for indices in voxel_grid.values():
selected_index = indices[0]
downsampled_points.append(points[selected_index])
downsampled_indices.append(selected_index)
return np.array(downsampled_points), downsampled_indices
@staticmethod
def sample_view_data(obj, distance_range:tuple = (0.25,0.5), voxel_size:float = 0.005, max_views: int = 1, pertube_repeat:int = 1) -> dict:
view_data = {
"look_at_points": [],
"cam_positions": [],
}
mesh = obj.data
bm = bmesh.new()
bm.from_mesh(mesh)
bm.verts.ensure_lookup_table()
bm.faces.ensure_lookup_table()
bm.normal_update()
look_at_points = []
cam_positions = []
normals = []
for v in bm.verts:
look_at_point = np.array(v.co)
view_data["look_at_points"].append(look_at_point)
normal = np.zeros(3)
for loop in v.link_loops:
normal += np.array(loop.calc_normal())
normal /= len(v.link_loops)
normal = normal / np.linalg.norm(normal)
if np.isnan(normal).any():
continue
if np.dot(normal, look_at_point) < 0:
normal = -normal
normals.append(normal)
for _ in range(pertube_repeat):
perturb_angle = np.radians(np.random.uniform(0, 30))
perturb_axis = np.random.normal(size=3)
perturb_axis /= np.linalg.norm(perturb_axis)
rotation_matrix = R.from_rotvec(perturb_angle * perturb_axis).as_matrix()
perturbed_normal = np.dot(rotation_matrix, normal)
middle_distance = (distance_range[0] + distance_range[1]) / 2
perturbed_distance = random.uniform(middle_distance-0.05, middle_distance+0.05)
cam_position = look_at_point + perturbed_distance * perturbed_normal
look_at_points.append(look_at_point)
cam_positions.append(cam_position)
bm.free()
look_at_points = np.array(look_at_points)
cam_positions = np.array(cam_positions)
voxel_downsampled_look_at_points, selected_indices = ViewSampleUtil.voxel_downsample(look_at_points, voxel_size)
voxel_downsampled_cam_positions = cam_positions[selected_indices]
voxel_downsampled_normals = np.array(normals)[selected_indices]
fps_downsampled_look_at_points, selected_indices = ViewSampleUtil.farthest_point_sampling(voxel_downsampled_look_at_points, max_views*2)
fps_downsampled_cam_positions = voxel_downsampled_cam_positions[selected_indices]
view_data["look_at_points"] = fps_downsampled_look_at_points.tolist()
view_data["cam_positions"] = fps_downsampled_cam_positions.tolist()
view_data["normals"] = voxel_downsampled_normals
view_data["voxel_down_sampled_points"] = voxel_downsampled_look_at_points
return view_data
@staticmethod
def get_world_points_and_normals(view_data: dict, obj_world_pose: np.ndarray) -> tuple:
world_points = []
world_normals = []
for voxel_down_sampled_points, normal in zip(view_data["voxel_down_sampled_points"], view_data["normals"]):
voxel_down_sampled_points_world = obj_world_pose @ np.append(voxel_down_sampled_points, 1.0)
normal_world = obj_world_pose[:3, :3] @ normal
world_points.append(voxel_down_sampled_points_world[:3])
world_normals.append(normal_world)
return np.array(world_points), np.array(world_normals)
@staticmethod
def get_cam_pose(view_data: dict, obj_world_pose: np.ndarray, max_views: int, min_cam_table_included_degree: int, random_view_ratio: float) -> np.ndarray:
cam_poses = []
min_height_z = 1000
for look_at_point, cam_position in zip(view_data["look_at_points"], view_data["cam_positions"]):
look_at_point_world = obj_world_pose @ np.append(look_at_point, 1.0)
cam_position_world = obj_world_pose @ np.append(cam_position, 1.0)
if look_at_point_world[2] < min_height_z:
min_height_z = look_at_point_world[2]
look_at_point_world = look_at_point_world[:3]
cam_position_world = cam_position_world[:3]
forward_vector = cam_position_world - look_at_point_world
forward_vector /= np.linalg.norm(forward_vector)
up_vector = np.array([0, 0, 1])
right_vector = np.cross(up_vector, forward_vector)
right_vector /= np.linalg.norm(right_vector)
corrected_up_vector = np.cross(forward_vector, right_vector)
rotation_matrix = np.array([right_vector, corrected_up_vector, forward_vector]).T
cam_pose = np.eye(4)
cam_pose[:3, :3] = rotation_matrix
cam_pose[:3, 3] = cam_position_world
cam_poses.append(cam_pose)
filtered_cam_poses = []
for cam_pose in cam_poses:
if cam_pose[2, 3] > min_height_z:
direction_vector = cam_pose[:3, 2]
horizontal_normal = np.array([0, 0, 1])
cos_angle = np.dot(direction_vector, horizontal_normal) / (np.linalg.norm(direction_vector) * np.linalg.norm(horizontal_normal))
angle = np.arccos(np.clip(cos_angle, -1.0, 1.0))
angle_degree = np.degrees(angle)
if angle_degree < 90 - min_cam_table_included_degree:
filtered_cam_poses.append(cam_pose)
if random.random() < random_view_ratio:
pertube_pose = PoseUtil.get_uniform_pose([0.1, 0.1, 0.1], [3, 3, 3], 0, 180, "cm")
filtered_cam_poses.append(pertube_pose @ cam_pose)
if len(filtered_cam_poses) > max_views:
indices = np.random.choice(len(filtered_cam_poses), max_views, replace=False)
filtered_cam_poses = [filtered_cam_poses[i] for i in indices]
return np.array(filtered_cam_poses)
@staticmethod
def sample_view_data_world_space(obj, distance_range:tuple = (0.3,0.5), voxel_size:float = 0.005, max_views: int=1, min_cam_table_included_degree:int=20, random_view_ratio:float = 0.2) -> dict:
obj_world_pose = np.asarray(obj.matrix_world)
view_data = ViewSampleUtil.sample_view_data(obj, distance_range, voxel_size, max_views)
view_data["cam_poses"] = ViewSampleUtil.get_cam_pose(view_data, obj_world_pose, max_views, min_cam_table_included_degree, random_view_ratio)
view_data["voxel_down_sampled_points"], view_data["normals"] = ViewSampleUtil.get_world_points_and_normals(view_data, obj_world_pose)
return view_data