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Download scripts/render_utils.py from 1Konny/B-DoPED: direct link, hf CLI and curl.
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https://huggingface.co/datasets/1Konny/B-DoPED/resolve/main/scripts/render_utils.py
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hf download hf://datasets/1Konny/B-DoPED/scripts/render_utils.py
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curl -L -o render_utils.py https://huggingface.co/datasets/1Konny/B-DoPED/resolve/main/scripts/render_utils.py
16.9 kB
| import yaml | |
| import pickle | |
| from subprocess import run | |
| import numpy as np | |
| import torch | |
| import torch.nn.functional as F | |
| # import smplx | |
| import shutil | |
| import os | |
| from pathlib import Path | |
| import trimesh | |
| import pyrender | |
| import math | |
| import matplotlib.pyplot as plt | |
| import cv2 | |
| from contextlib import contextmanager | |
| from PIL import Image | |
| from scipy.spatial.transform import Rotation | |
| def project_keypoints_to_2d(keyp_3d, camera_params, img_size=1024): | |
| """ | |
| Project 3D keypoints to 2D image coordinates using weak perspective camera. | |
| Applies the same transformation as the mesh renderer (180 degree rotation around X-axis). | |
| Uses the same projection matrix as WeakPerspectiveCamera. | |
| Args: | |
| keyp_3d: (N, 3) or (1, N, 3) array of 3D keypoints | |
| camera_params: [sx, sy, tx, ty] camera parameters | |
| img_size: image size (assumes square image) | |
| Returns: | |
| keyp_2d: (N, 2) array of 2D keypoints in image coordinates | |
| """ | |
| if keyp_3d.ndim == 3: | |
| keyp_3d = keyp_3d[0] # (N, 3) | |
| # Apply the same 180-degree rotation around X-axis as in the renderer | |
| # This matches the transformation in _create_mesh_from_trimesh: | |
| # transform = trimesh.transformations.rotation_matrix(math.radians(180), [1, 0, 0]) | |
| rot_matrix = np.array([ | |
| [1, 0, 0], | |
| [0, -1, 0], # cos(180) = -1, sin(180) = 0 | |
| [0, 0, -1] | |
| ]) | |
| keyp_3d_transformed = keyp_3d @ rot_matrix.T # Apply rotation | |
| sx, sy, tx, ty = camera_params | |
| # Apply projection matrix as in WeakPerspectiveCamera.get_projection_matrix() | |
| # P[0, 0] = sx, P[0, 3] = tx * sx | |
| # P[1, 1] = sy, P[1, 3] = -ty * sy <- Note the negative sign! | |
| x_proj = sx * keyp_3d_transformed[:, 0] + tx * sx | |
| y_proj = sy * keyp_3d_transformed[:, 1] - ty * sy # Negative ty! | |
| # Convert from NDC (normalized device coordinates) [-1, 1] to pixel coordinates [0, img_size] | |
| x_pixel = (x_proj + 1) * img_size / 2 | |
| y_pixel = (1 - y_proj) * img_size / 2 # Flip Y for image coordinates | |
| keyp_2d = np.stack([x_pixel, y_pixel], axis=1) | |
| return keyp_2d | |
| def draw_keypoints_on_image(image, keyp_2d, radius=5, color=(255, 0, 0), thickness=-1): | |
| """ | |
| Draw keypoints on image. | |
| Args: | |
| image: (H, W, 3) or (H, W, 4) numpy array | |
| keyp_2d: (N, 2) array of 2D keypoint coordinates | |
| radius: circle radius | |
| color: RGB color tuple | |
| thickness: circle thickness (-1 for filled) | |
| Returns: | |
| image with keypoints drawn | |
| """ | |
| img = np.array(image).copy() | |
| for i, (x, y) in enumerate(keyp_2d): | |
| if 0 <= x < img.shape[1] and 0 <= y < img.shape[0]: | |
| cv2.circle(img, (int(x), int(y)), radius, color, thickness) | |
| # Optional: add keypoint index | |
| # cv2.putText(img, str(i), (int(x)+5, int(y)+5), | |
| # cv2.FONT_HERSHEY_SIMPLEX, 0.3, color, 1) | |
| return img | |
| def show_progress_bar(current, total, description="Processing"): | |
| if total == 0: | |
| return | |
| progress = (current + 1) / total | |
| bar_length = 50 | |
| filled_length = int(bar_length * progress) | |
| bar = '#' * filled_length + '-' * (bar_length - filled_length) | |
| percentage = progress * 100 | |
| print(f"\r{description}: [{bar}] {percentage:.1f}% ({current + 1}/{total})", end="", flush=True) | |
| if current + 1 == total: | |
| print() | |
| def copy_with_progress_bar(source_path, dest_path, description="Copying"): | |
| if not os.path.exists(source_path): | |
| print(f"Warning: {description} source not found at {source_path}") | |
| return False | |
| # Remove destination if it exists | |
| if os.path.exists(dest_path): | |
| shutil.rmtree(dest_path) | |
| # Create destination directory | |
| os.makedirs(dest_path, exist_ok=True) | |
| if os.path.isdir(source_path): | |
| # Copy directory contents | |
| items = list(Path(source_path).rglob("*")) | |
| files = [item for item in items if item.is_file()] | |
| print(f"{description} {len(files)} files from {source_path} to {dest_path}") | |
| for i, file_path in enumerate(files): | |
| rel_path = file_path.relative_to(source_path) | |
| dest_file = Path(dest_path) / rel_path | |
| dest_file.parent.mkdir(parents=True, exist_ok=True) | |
| shutil.copy2(file_path, dest_file) | |
| # Update progress bar | |
| show_progress_bar(i, len(files), description) | |
| return True | |
| else: | |
| # Copy single file | |
| print(f"{description} single file from {source_path} to {dest_path}") | |
| shutil.copy2(source_path, dest_path) | |
| return True | |
| def rsync(src, dst): | |
| run(["rsync", "-a", src, dst], check=True) | |
| def load_yaml(path): | |
| with open(path, 'r') as f: | |
| return yaml.safe_load(f) | |
| def load_pkl(path): | |
| with open(path, 'rb') as file: | |
| return pickle.load(file) | |
| def pitch(): # Positive: down | |
| theta = np.deg2rad(np.random.uniform(-10, 100)) | |
| rotation_matrix = np.array([ | |
| [1, 0, 0], | |
| [0, np.cos(theta), -np.sin(theta)], | |
| [0, np.sin(theta), np.cos(theta)] | |
| ], dtype=np.float32) | |
| return rotation_matrix, theta > np.deg2rad(50) | |
| def yaw(): # Positive: clockwise | |
| theta = np.deg2rad(np.random.uniform(-180, 180)) | |
| rotation_matrix = np.array([ | |
| [np.cos(theta), 0, -np.sin(-theta)], | |
| [0, 1, 0], | |
| [np.sin(-theta), 0, np.cos(theta)] | |
| ], dtype=np.float32) | |
| return rotation_matrix | |
| def roll(theta): # Positive: clockwise | |
| return np.array([ | |
| [1, 0, 0], | |
| [0, np.cos(theta), -np.sin(theta)], | |
| [0, np.sin(theta), np.cos(theta)] | |
| ], dtype=np.float32) | |
| def rot6d_to_rotmat(rot6d): | |
| assert rot6d.ndim == 2 | |
| rot6d = rot6d.view(-1, 3, 2) | |
| a1 = rot6d[:, :, 0] | |
| a2 = rot6d[:, :, 1] | |
| b1 = F.normalize(a1) | |
| b2 = F.normalize(a2 - torch.einsum("bi,bi->b", b1, a2).unsqueeze(-1) * b1) | |
| b3 = torch.linalg.cross(b1, b2) | |
| rotmat = torch.stack((b1, b2, b3), dim=-1) | |
| return rotmat | |
| def create_pose_rotmat(pose, orient): | |
| orient = rot6d_to_rotmat(torch.tensor(orient).reshape(-1, 6)).reshape(1, 3, 3).numpy() | |
| pose = rot6d_to_rotmat(torch.tensor(pose).reshape(-1, 6)).reshape(-1, 3, 3).numpy() | |
| return np.concatenate([orient, pose], axis=0) | |
| def get_bbox(proj): | |
| min_x, min_y = np.min(proj, axis=0) | |
| max_x, max_y = np.max(proj, axis=0) | |
| return (min_x, min_y, max_x, max_y) | |
| # class SMALLayer(smplx.SMPLLayer): | |
| # NUM_JOINTS = 34 | |
| # NUM_BODY_JOINTS = 34 | |
| # SHAPE_SPACE_DIM = 145 | |
| # def __init__(self, *args, **kwargs): | |
| # super().__init__(*args, **kwargs) | |
| # self.vertex_joint_selector.extra_joints_idxs = torch.empty(0, dtype=torch.int32) | |
| def weak_perspective_project(verts, scale, tx, ty): | |
| proj = verts[:, :2] * scale | |
| proj[:, 0] += tx | |
| proj[:, 1] += ty | |
| return proj | |
| def convert_to_pixel_coords(scale, tx, ty, resolution=1024): | |
| tx_px = (tx + 0.5) * resolution | |
| ty_px = (ty + 0.5) * resolution | |
| s_wp = scale * resolution | |
| return s_wp, tx_px, ty_px | |
| def save_vertices_obj(vertices, faces, save_path): | |
| with open(save_path, 'w') as f: | |
| for v in vertices: | |
| f.write(f'v {v[0]} {v[1]} {v[2]}\n') | |
| for face in faces + 1: | |
| f.write(f'f {face[0]} {face[1]} {face[2]}\n') | |
| def deduce_weak_perspective_params(verts, img_size=(1024, 1024), random=False): | |
| """ | |
| Compute weak perspective camera parameters to fit mesh in image. | |
| Args: | |
| verts: (N, 3) vertices | |
| img_size: (width, height) image size | |
| random: if True, add randomness to scale and translation; if False, fit exactly | |
| Returns: | |
| scale, tx, ty: camera parameters | |
| """ | |
| min_x, min_y = verts[:, :2].min(axis=0) | |
| max_x, max_y = verts[:, :2].max(axis=0) | |
| scale_x = img_size[0] / (max_x - min_x) | |
| scale_y = img_size[1] / (max_y - min_y) | |
| scale = min(scale_x, scale_y) | |
| scale *= 0.9 | |
| if random: | |
| scale *= np.random.uniform(0.9, 1.0) | |
| scaled_width = scale * (max_x - min_x) | |
| scaled_height = scale * (max_y - min_y) | |
| tx_min = 0 - scale * min_x | |
| tx_max = img_size[0] - scale * max_x | |
| ty_min = 0 - scale * min_y | |
| ty_max = img_size[1] - scale * max_y | |
| if random: | |
| tx = np.random.uniform(tx_min, tx_max) | |
| ty_mid = (ty_min + ty_max) / 2 | |
| ty = np.random.uniform(ty_mid, ty_max) | |
| else: | |
| # Center the mesh perfectly | |
| tx = (tx_min + tx_max) / 2 | |
| ty = (ty_min + ty_max) / 2 | |
| return scale, tx, ty | |
| class WeakPerspectiveCamera(pyrender.Camera): | |
| def __init__(self, scale, translation, znear=10.0, zfar=1000.0): | |
| super().__init__(znear=znear, zfar=zfar) | |
| self.scale = np.asarray(scale, dtype=float).ravel()[:2] | |
| self.translation = np.asarray(translation, dtype=float).ravel()[:2] | |
| def get_projection_matrix(self, width=None, height=None): | |
| P = np.eye(4) | |
| sx, sy = self.scale | |
| tx, ty = self.translation | |
| P[0, 0] = sx | |
| P[1, 1] = sy | |
| P[0, 3] = tx * sx | |
| P[1, 3] = -ty * sy | |
| P[2, 2] = -0.1 | |
| return P | |
| class MeshRenderer: | |
| def __init__(self, faces=None, resolution=(1024, 1024), randomize_light_orientation=False): | |
| self.faces = faces | |
| self.resolution = resolution | |
| self.randomize_light_orientation = randomize_light_orientation | |
| self.renderer = pyrender.OffscreenRenderer(*resolution) | |
| self.scene = pyrender.Scene( | |
| bg_color=[0, 0, 0, 0], | |
| ambient_light=(0.5, 0.5, 0.5) | |
| ) | |
| self.light_nodes = [] | |
| self._setup_lights(randomize_orientation=randomize_light_orientation) | |
| def _setup_lights(self, randomize_orientation=False): | |
| # Remove existing lights first | |
| for node in self.light_nodes: | |
| self.scene.remove_node(node) | |
| self.light_nodes = [] | |
| # Base directions for directional lights (pointing towards origin) | |
| # DirectionalLight shines along its local -Z axis, so we create rotations | |
| # that point the light from different directions | |
| base_directions = np.array([ | |
| [0, -1, 1], # from above-front | |
| [0, 1, 1], # from above-back | |
| [1, 1, 2], # from above-right-back | |
| ], dtype=np.float64) | |
| # Normalize to get unit direction vectors | |
| base_directions = base_directions / np.linalg.norm(base_directions, axis=1, keepdims=True) | |
| if randomize_orientation: | |
| # Apply random 3D rotation to all light directions | |
| random_rotation = Rotation.random() | |
| directions = random_rotation.apply(base_directions) | |
| else: | |
| directions = base_directions | |
| light = pyrender.DirectionalLight(color=[1.0, 1.0, 1.0], intensity=0.8) | |
| for direction in directions: | |
| # Create rotation matrix that aligns -Z axis with the light direction | |
| # Light shines along -Z in its local frame, so we want -Z to point along 'direction' | |
| # This means Z should point along '-direction' | |
| z_axis = -direction # The light's Z axis (opposite of light direction) | |
| # Create orthonormal basis | |
| # Pick an arbitrary vector not parallel to z_axis for cross product | |
| up = np.array([0, 1, 0]) if abs(z_axis[1]) < 0.9 else np.array([1, 0, 0]) | |
| x_axis = np.cross(up, z_axis) | |
| x_axis = x_axis / np.linalg.norm(x_axis) | |
| y_axis = np.cross(z_axis, x_axis) | |
| # Build rotation matrix (columns are the local axes in world coordinates) | |
| pose = np.eye(4) | |
| pose[:3, 0] = x_axis | |
| pose[:3, 1] = y_axis | |
| pose[:3, 2] = z_axis | |
| node = self.scene.add(light, pose=pose) | |
| self.light_nodes.append(node) | |
| def _calculate_surface_normals(self, vertices, faces): | |
| normals = np.cross( | |
| vertices[faces[:, 1]] - vertices[faces[:, 0]], | |
| vertices[faces[:, 2]] - vertices[faces[:, 1]] | |
| ) | |
| normals /= np.linalg.norm(normals, axis=1)[:, None] | |
| return (normals + 1) / 2 * 255 | |
| def _create_mesh_from_vertices(self, vertices, color=None): | |
| """Create mesh from vertices and faces (legacy method)""" | |
| mesh = trimesh.Trimesh(vertices=vertices, faces=self.faces, process=False) | |
| mesh = mesh.subdivide_loop(iterations=2) | |
| transform = trimesh.transformations.rotation_matrix(math.radians(180), [1, 0, 0]) | |
| mesh.apply_transform(transform) | |
| if color is not None: | |
| material = pyrender.MetallicRoughnessMaterial( | |
| baseColorFactor=[*color, 1.0], | |
| metallicFactor=0.1, | |
| alphaMode="OPAQUE" | |
| ) | |
| return pyrender.Mesh.from_trimesh(mesh, material=material, smooth=True) | |
| else: | |
| normals = self._calculate_surface_normals(mesh.vertices, mesh.faces) | |
| mesh.visual.face_colors = normals.astype(np.uint8) | |
| return pyrender.Mesh.from_trimesh(mesh, material=None, smooth=False) | |
| def _create_mesh_from_trimesh(self, trimesh_obj, color=None): | |
| """Create mesh from a trimesh object (supports textures)""" | |
| mesh = trimesh_obj.copy() | |
| # Check if mesh has texture - if so, don't subdivide as it breaks UV coordinates | |
| has_texture = hasattr(mesh.visual, 'uv') and mesh.visual.uv is not None | |
| if not has_texture: | |
| mesh = mesh.subdivide_loop(iterations=2) | |
| transform = trimesh.transformations.rotation_matrix(math.radians(180), [1, 0, 0]) | |
| mesh.apply_transform(transform) | |
| if color is not None: | |
| # Override with solid color | |
| material = pyrender.MetallicRoughnessMaterial( | |
| baseColorFactor=[*color, 1.0], | |
| metallicFactor=0.1, | |
| alphaMode="OPAQUE" | |
| ) | |
| return pyrender.Mesh.from_trimesh(mesh, material=material, smooth=True) | |
| else: | |
| # Use existing visual (texture or vertex colors) | |
| # pyrender automatically handles TextureVisuals from trimesh | |
| return pyrender.Mesh.from_trimesh(mesh, smooth=True) | |
| def render(self, mesh_or_vertices, camera_params, color=None, depth_only=False): | |
| """ | |
| Render a mesh with camera parameters. | |
| Args: | |
| mesh_or_vertices: Either a trimesh.Trimesh object or numpy array of vertices | |
| camera_params: Camera parameters [sx, sy, tx, ty] | |
| color: Optional color override (R, G, B) in [0, 1] | |
| depth_only: If True, only return depth map | |
| """ | |
| # Randomize light orientation on each render call if enabled | |
| if self.randomize_light_orientation: | |
| self._setup_lights(randomize_orientation=True) | |
| # Determine if input is a trimesh object or vertices array | |
| if isinstance(mesh_or_vertices, trimesh.Trimesh): | |
| pyrender_mesh = self._create_mesh_from_trimesh(mesh_or_vertices, color) | |
| else: | |
| # Assume it's a vertices array | |
| pyrender_mesh = self._create_mesh_from_vertices(mesh_or_vertices, color) | |
| mesh_node = self.scene.add(pyrender_mesh) | |
| cam = WeakPerspectiveCamera(scale=camera_params[:2], translation=camera_params[2:]) | |
| cam_node = self.scene.add(cam, pose=np.eye(4)) | |
| if depth_only: | |
| depth = self.renderer.render(self.scene, flags=pyrender.RenderFlags.DEPTH_ONLY) | |
| self.scene.remove_node(mesh_node); self.scene.remove_node(cam_node) | |
| return depth | |
| img_rgba, depth = self.renderer.render(self.scene, flags=pyrender.RenderFlags.RGBA) | |
| # Make a writable copy since pyrender returns read-only arrays | |
| img_rgba = img_rgba.copy() | |
| alpha = (depth > 0).astype(np.uint8) * 255 | |
| img_rgba[..., 3] = alpha | |
| self.scene.remove_node(mesh_node); self.scene.remove_node(cam_node) | |
| return img_rgba | |
| def overlay_rgba_on_rgb(rendered_rgba, background_rgb): | |
| fg = Image.fromarray(rendered_rgba, mode="RGBA") | |
| bg = Image.fromarray(background_rgb, mode="RGB") | |
| if fg.size != bg.size: | |
| bg = bg.resize(fg.size, resample=Image.BILINEAR) | |
| out = Image.alpha_composite(bg.convert("RGBA"), fg) | |
| return np.array(out.convert("RGB")) |