# Copyright (c) Meta Platforms, Inc. and affiliates. # All rights reserved. # # This source code is licensed under the license found in the # LICENSE file in the root directory of this source tree. # import torch import numpy as np import json from glob import glob import os.path as osp import smplx import cv2 import os import random from plyfile import PlyData, PlyElement from pytorch3d.structures import Meshes from pytorch3d.renderer import ( PointLights, DirectionalLights, PerspectiveCameras, Materials, SoftPhongShader, RasterizationSettings, MeshRenderer, MeshRendererWithFragments, MeshRasterizer, TexturesVertex) def load_ply(file_name): plydata = PlyData.read(file_name) x = plydata['vertex']['x'] y = plydata['vertex']['y'] z = plydata['vertex']['z'] v = np.stack((x,y,z),1) return v def render_mesh(mesh, face, cam_param, render_shape, hand_type): mesh = torch.bmm(cam_param['R'], mesh.permute(0,2,1)).permute(0,2,1) + cam_param['t'].view(-1,1,3) batch_size, vertex_num = mesh.shape[:2] textures = TexturesVertex(verts_features=torch.ones((batch_size,vertex_num,3)).float().cuda()) mesh = torch.stack((-mesh[:,:,0], -mesh[:,:,1], mesh[:,:,2]),2) # reverse x- and y-axis following PyTorch3D axis direction mesh = Meshes(mesh, face, textures) cameras = PerspectiveCameras(focal_length=cam_param['focal'], principal_point=cam_param['princpt'], device='cuda', in_ndc=False, image_size=torch.LongTensor(render_shape).cuda().view(1,2)) raster_settings = RasterizationSettings(image_size=render_shape, blur_radius=0.0, faces_per_pixel=1, perspective_correct=True) rasterizer = MeshRasterizer(cameras=cameras, raster_settings=raster_settings).cuda() lights = PointLights(device='cuda') shader = SoftPhongShader(device='cuda', cameras=cameras, lights=lights) if hand_type == 'right': color = ((1.0, 0.0, 0.0),) else: color = ((0.0, 1.0, 0.0),) materials = Materials( device='cuda', specular_color=color, shininess=0 ) # render with torch.no_grad(): renderer = MeshRendererWithFragments(rasterizer=rasterizer, shader=shader) images, fragments = renderer(mesh, materials=materials) image = images[:,:,:,:3] * 255 depthmap = fragments.zbuf.float() mask = depthmap > 0 return image, depthmap, mask data_root_path = '' mano_root_path = '' capture_id = 'm--20210701--1058--0000000--pilot--relightablehandsy--participant0--two-hands' envmap_mode = 'envmap_per_frame' # envmap_per_frame, envmap_per_segment mano_layer = {'right': smplx.create(mano_root_path, 'mano', is_rhand=True, use_pca=False, flat_hand_mean=False).cuda(), 'left': smplx.create(mano_root_path, 'mano', is_rhand=False, use_pca=False, flat_hand_mean=False).cuda()} # fix MANO shapedirs of the left hand bug (https://github.com/vchoutas/smplx/issues/48) if torch.sum(torch.abs(mano_layer['left'].shapedirs[:,0,:] - mano_layer['right'].shapedirs[:,0,:])) < 1: print('Fix shapedirs bug of MANO') mano_layer['left'].shapedirs[:,0,:] *= -1 with open(osp.join(data_root_path, capture_id, 'Mugsy_cameras', 'cam_params.json')) as f: cam_params = json.load(f) cam_path_list = glob(osp.join(data_root_path, capture_id, 'Mugsy_cameras', envmap_mode, 'images', '*')) for cam_path in cam_path_list: cam_name = cam_path.split('/')[-1] cam_param = cam_params[cam_name] R, t = torch.FloatTensor(cam_param['R']).view(1,3,3).cuda(), torch.FloatTensor(cam_param['t']).view(1,3).cuda() / 1000 # millimeter to meter focal, princpt = torch.FloatTensor(cam_param['focal']).view(1,2).cuda(), torch.FloatTensor(cam_param['princpt']).view(1,2).cuda() img_path_list = glob(osp.join(cam_path, '*.png')) for img_path in img_path_list: frame_idx = int(img_path.split('/')[-1][:-4]) img = cv2.imread(img_path) img_height, img_width = img.shape[:2] prev_depth = None for h in ('right', 'left'): # option 1: get mesh from parameters with open(osp.join(data_root_path, capture_id, 'mano_fits', 'params', str(frame_idx) + '_' + h + '.json')) as f: mano_param = json.load(f) pose = torch.FloatTensor(mano_param['pose']).view(1,-1).cuda() shape = torch.FloatTensor(mano_param['shape']).view(1,-1).cuda() trans = torch.FloatTensor(mano_param['trans']).view(1,-1).cuda() with torch.no_grad(): output = mano_layer[h](global_orient=pose[:,:3], hand_pose=pose[:,3:], betas=shape, transl=trans) mesh = output.vertices # option 2: load mesh #mesh = load_ply(osp.join(data_root_path, capture_id, 'mano_fits', 'meshes', str(frame_idx) + '_' + h + '.ply')) #mesh = mesh / 1000 # millimeter to meter #mesh = torch.from_numpy(mesh).float().cuda()[None,:,:] # render face = torch.LongTensor(mano_layer[h].faces.astype(np.int32))[None,:,:].cuda() rgb, depth, valid_mask = render_mesh(mesh, face, {'R': R, 't': t, 'focal': focal, 'princpt': princpt}, (img_height, img_width), h) rgb, depth, valid_mask = rgb.cpu().numpy()[0], depth.cpu().numpy()[0], valid_mask.cpu().numpy()[0] if prev_depth is None: render_mask = valid_mask img = rgb * render_mask + img * (1 - render_mask) prev_depth = depth else: render_mask = valid_mask * np.logical_or(depth < prev_depth, prev_depth<=0) img = rgb * render_mask + img * (1 - render_mask) prev_depth = depth * render_mask + prev_depth * (1 - render_mask) cv2.imwrite(capture_id + '_' + cam_name + '_' + str(frame_idx) + '.jpg', img) print('saved')