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09df272 cca6827 09df272 cca6827 09df272 cca6827 09df272 cca6827 09df272 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 | """Unlit-albedo mesh renderer for the appearance-eval harness (nvdiffrast).
LOCKED render rig (identical for pred and GT so no method is advantaged):
* Renderer : nvdiffrast RasterizeCudaContext (headless, GPU).
* Shading : WORLD-FIXED UNLIT ALBEDO. We rasterize the base colour /
texture with NO lighting term (flat emission). SLAT-baked
textures are albedo-like, so unlit is the fair choice and it
is byte-for-byte identical between pred and GT.
* Output : RGBA float32 in [0,1]; alpha == object mask (1 inside the
silhouette, 0 outside).
* Novel views: 24 = 8 azimuth (0..315 step 45) x 3 elevation {-30,0,+30},
look-at origin, radius ~2.6, vertical fov 40 deg, 512x512,
world-up = +Z (toys4k canonical up).
* Input view : render_input_view() reproduces a SPECIFIC OpenCV camera
(K + c2w_cv exactly as stored in the exp .npz files) so the
render lines up pixel-for-pixel with the input photo/crop.
Mesh colour handling (common fragment-level representation):
* TextureVisuals (UV + PBR baseColorTexture) -> UV interpolated, texture
sampled per fragment (native full-res, nothing baked down).
* ColorVisuals (per-vertex RGBA) -> vertex colour interpolated.
* flat / material-only meshes -> constant base colour.
Every mesh therefore reduces to "an unlit RGB per fragment", which is the
single common representation the spec asks for.
Camera conventions (must match metrics/evaluate_synth.py):
c2w_cv is an OpenCV camera-to-world matrix (x right, y down, z forward into
the scene). evaluate_synth back-projects depth with exactly this convention;
render_input_view() inverts it and composes an OpenGL projection so the two
agree. This is verified in selfcheck.py by overlapping the rendered alpha
with the stored depth>0 mask (mask IoU must be high).
"""
from __future__ import annotations
# FINAL: = metrics/appeval/render.py + render_input_view far-clip fix (see docstring).
import numpy as np
import torch
import trimesh
import nvdiffrast.torch as dr
# ----------------------------------------------------------------------------
# global context (one CUDA raster context per process)
# ----------------------------------------------------------------------------
_GLCTX = None
def get_ctx():
global _GLCTX
if _GLCTX is None:
_GLCTX = dr.RasterizeCudaContext()
return _GLCTX
# ----------------------------------------------------------------------------
# mesh preparation -> GPU tensors + a per-fragment colour source
# ----------------------------------------------------------------------------
class MeshGL:
"""A mesh prepared for nvdiffrast: verts, faces, and a colour source.
colour source is exactly one of:
mode == 'vertex' : self.vcol (V,3) float in [0,1]
mode == 'uv' : self.uv (V,2), self.tex (Ht,Wt,3) float in [0,1]
mode == 'flat' : self.flat (3,) float in [0,1]
"""
def __init__(self, verts, faces, device="cuda"):
self.device = device
self.verts = torch.as_tensor(verts, dtype=torch.float32, device=device)
self.faces = torch.as_tensor(faces, dtype=torch.int32, device=device)
self.mode = "flat"
self.flat = torch.tensor([0.6, 0.6, 0.6], dtype=torch.float32, device=device)
self.vcol = None
self.uv = None
self.tex = None
def _extract_texture_image(mat):
"""Return an (H,W,3) float[0,1] array from a trimesh material, or None."""
img = None
for attr in ("baseColorTexture", "image"):
cand = getattr(mat, attr, None)
if cand is not None:
img = cand
break
if img is None:
return None
arr = np.asarray(img)
if arr.ndim == 2: # grayscale
arr = np.stack([arr] * 3, -1)
if arr.shape[-1] == 4:
arr = arr[..., :3]
return arr.astype(np.float32) / 255.0
def prepare_mesh(mesh: trimesh.Trimesh, device="cuda") -> MeshGL:
"""Convert a trimesh mesh into a MeshGL with the right colour source."""
if not isinstance(mesh, trimesh.Trimesh):
mesh = mesh.dump(concatenate=True) if hasattr(mesh, "dump") else \
trimesh.util.concatenate(mesh)
g = MeshGL(np.asarray(mesh.vertices), np.asarray(mesh.faces), device)
vis = mesh.visual
# --- UV / textured path ---
uv = getattr(vis, "uv", None)
tex = None
if uv is not None:
mat = getattr(vis, "material", None)
if mat is not None:
tex = _extract_texture_image(mat)
if uv is not None and tex is not None and len(uv) == len(mesh.vertices):
g.mode = "uv"
# trimesh's glTF loader already flips V to bottom-left origin, but dr.texture
# indexes the (unflipped) texture array top-left -> flip V back so the texture
# is sampled with the correct orientation (was rendering UV meshes upside-down).
uv_arr = np.asarray(uv, dtype=np.float32).copy()
uv_arr[:, 1] = 1.0 - uv_arr[:, 1]
g.uv = torch.as_tensor(uv_arr, dtype=torch.float32, device=device)
g.tex = torch.as_tensor(tex, dtype=torch.float32, device=device)
return g
# --- textured but no image: use flat baseColorFactor if any ---
if uv is not None:
mat = getattr(vis, "material", None)
base = getattr(mat, "baseColorFactor", None) if mat is not None else None
if base is not None:
g.mode = "flat"
g.flat = torch.as_tensor(np.asarray(base)[:3] / (255.0 if np.max(base) > 1.5 else 1.0),
dtype=torch.float32, device=device)
return g
# --- vertex colour path ---
vc = getattr(vis, "vertex_colors", None)
if vc is not None and len(vc) == len(mesh.vertices):
vc = np.asarray(vc)[:, :3].astype(np.float32) / 255.0
g.mode = "vertex"
g.vcol = torch.as_tensor(vc, dtype=torch.float32, device=device)
return g
# --- fallback: convert whatever we have to per-vertex colour ---
try:
vc = np.asarray(vis.to_color().vertex_colors)[:, :3].astype(np.float32) / 255.0
g.mode = "vertex"
g.vcol = torch.as_tensor(vc, dtype=torch.float32, device=device)
except Exception:
pass # keep flat grey
return g
# ----------------------------------------------------------------------------
# camera matrices
# ----------------------------------------------------------------------------
def _normalize(v):
return v / (np.linalg.norm(v) + 1e-12)
def look_at(eye, at, up):
"""world->camera in OpenGL convention (camera looks down -Z, +Y up)."""
eye = np.asarray(eye, float)
at = np.asarray(at, float)
up = np.asarray(up, float)
f = _normalize(at - eye) # forward
s = _normalize(np.cross(f, up)) # right
u = np.cross(s, f) # true up
V = np.eye(4)
V[0, :3] = s
V[1, :3] = u
V[2, :3] = -f
V[0, 3] = -s @ eye
V[1, 3] = -u @ eye
V[2, 3] = f @ eye
return V
def gl_perspective(fovy_deg, aspect, near, far):
t = np.tan(np.radians(fovy_deg) / 2.0)
P = np.zeros((4, 4))
P[0, 0] = 1.0 / (aspect * t)
P[1, 1] = 1.0 / t
P[2, 2] = -(far + near) / (far - near)
P[2, 3] = -2.0 * far * near / (far - near)
P[3, 2] = -1.0
return P
def gl_proj_from_K(fx, fy, cx, cy, W, H, near, far):
"""OpenGL projection from OpenCV intrinsics.
Intended to be applied AFTER transforming vertices into an OpenGL camera
frame (see cv_extrinsic_to_gl). Principal-point offsets follow the OpenCV
top-left origin; the y sign is handled by the extrinsic flip.
"""
P = np.zeros((4, 4))
P[0, 0] = 2.0 * fx / W
P[1, 1] = 2.0 * fy / H
P[0, 2] = 1.0 - 2.0 * cx / W
P[1, 2] = 2.0 * cy / H - 1.0
P[2, 2] = -(far + near) / (far - near)
P[2, 3] = -2.0 * far * near / (far - near)
P[3, 2] = -1.0
return P
# OpenCV cam (x right, y down, z forward) -> OpenGL cam (x right, y up, z back)
_CV2GL = np.diag([1.0, -1.0, -1.0, 1.0])
def cv_extrinsic_to_gl(c2w_cv):
"""world->OpenGL-camera matrix from an OpenCV camera-to-world matrix."""
w2c_cv = np.linalg.inv(np.asarray(c2w_cv, float))
return _CV2GL @ w2c_cv
def orbit_cameras(radius=2.6, elevs=(-30, 0, 30),
azims=range(0, 360, 45), up=(0, 0, 1)):
"""Return list of dicts {name, eye, view} for the 24-view rig.
Azimuth is measured in the world XY plane; elevation lifts along +Z.
az=0 places the camera on -Y looking toward +Y (matches toys4k 'front').
"""
up = np.asarray(up, float)
cams = []
for el in elevs:
for az in azims:
ar = np.radians(az)
er = np.radians(el)
x = radius * np.cos(er) * np.sin(ar)
y = -radius * np.cos(er) * np.cos(ar)
z = radius * np.sin(er)
eye = np.array([x, y, z])
cams.append({
"name": f"az{az:03d}_el{el:+03d}",
"eye": eye,
"view": look_at(eye, (0, 0, 0), up),
})
return cams
# ----------------------------------------------------------------------------
# core render
# ----------------------------------------------------------------------------
def _render_mvp(g: MeshGL, mvp, H, W, ctx=None):
"""Rasterize mesh g under a 4x4 clip transform. Returns RGBA (H,W,4) [0,1].
The output is oriented conventionally (row 0 = top of image).
"""
ctx = ctx or get_ctx()
device = g.verts.device
mvp_t = torch.as_tensor(mvp, dtype=torch.float32, device=device)
vh = torch.cat([g.verts, torch.ones(len(g.verts), 1, device=device)], 1)
clip = (mvp_t @ vh.T).T.contiguous()[None] # (1,V,4)
rast, _ = dr.rasterize(ctx, clip, g.faces, (H, W))
alpha = (rast[..., 3:4] > 0).float() # (1,H,W,1)
if g.mode == "uv":
uv_i, _ = dr.interpolate(g.uv[None], rast, g.faces)
tex = g.tex[None] # (1,Ht,Wt,3)
col = dr.texture(tex, uv_i, filter_mode="linear") # (1,H,W,3)
elif g.mode == "vertex":
col, _ = dr.interpolate(g.vcol[None], rast, g.faces)
else:
col = g.flat[None, None, None, :].expand(1, H, W, 3)
col = col * alpha # zero the background
col = dr.antialias(col.contiguous(), rast, clip, g.faces)
alpha = dr.antialias(alpha.contiguous(), rast, clip, g.faces)
rgba = torch.cat([col, alpha], -1)[0].clamp(0, 1) # (H,W,4)
rgba = torch.flip(rgba, dims=[0]) # GL bottom-up -> top-down
return rgba
def render_orbit(g: MeshGL, cams, H=512, W=512, fovy=40.0, near=0.05, far=20.0,
ctx=None):
"""Render mesh g from a list of orbit cameras. Returns (N,H,W,4) tensor."""
P = gl_perspective(fovy, W / H, near, far)
out = []
for cam in cams:
mvp = P @ cam["view"]
out.append(_render_mvp(g, mvp, H, W, ctx=ctx))
return torch.stack(out, 0)
def render_input_view(g: MeshGL, K, c2w_cv, H, W, near=0.05, far=None, ctx=None):
"""Render mesh g from a SPECIFIC OpenCV camera (K dict + c2w_cv 4x4).
K = {'fx','fy','cx','cy'} in pixels at resolution (H,W). Returns (H,W,4).
FAR-CLIP FIX (2026-09-25): far was a fixed 20.0 canonical units; FB150
tiny objects have cameras 19.2-21.6 units from the origin, so the whole
object was clipped (empty render). far now defaults to
max(20, |camera centre| + 10): unchanged (20) for every camera within 10
units (all Toys/Omni, most FB150); only the depth mapping, never the
visible surface, changes otherwise.
"""
if far is None:
far = max(20.0, float(np.linalg.norm(np.asarray(c2w_cv, float)[:3, 3])) + 10.0)
P = gl_proj_from_K(K["fx"], K["fy"], K["cx"], K["cy"], W, H, near, far)
Vgl = cv_extrinsic_to_gl(c2w_cv)
mvp = P @ Vgl
return _render_mvp(g, mvp, H, W, ctx=ctx)
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