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14.6 kB
| #!/usr/bin/env python3 | |
| """ | |
| Interactive video mesh visualization with viser. | |
| Opens a 3D viewer with a frame slider to step through video frames, | |
| updating the object mesh pose and hand meshes per frame. | |
| Usage: | |
| python visualize_3d.py \ | |
| --frames-dir /path/to/video_dir/all_frames \ | |
| --layout-json /path/to/video_dir/obj_tracking_out/<object>/combined_visualization/layout_camera_frame_optimized.json \ | |
| --mesh /path/to/video_dir/video_segmentation/masks/frame_000081_masks/<object>/<object>.obj \ | |
| --hand-meshes /path/to/video_dir/<video_name>/all_hand_meshes.npz \ | |
| --scale 0.10970 \ | |
| --translation-scale 1.0 \ | |
| --port 8080 | |
| Example usage for clip 0641, drink task, blender_lid object: | |
| python visualize_3d.py \ | |
| --frames-dir /path/to/video_dir/all_frames \ | |
| --layout-json /path/to/video_dir/obj_tracking_out/<object>/combined_visualization/layout_camera_frame_optimized.json \ | |
| --mesh /path/to/video_dir/obj_tracking_out/<object>/frame_000048/<object>/<object>.obj \ | |
| --hand-meshes /path/to/video_dir/<video_name>/all_hand_meshes.npz \ | |
| --scale 0.4638 \ | |
| --translation-scale 1.0 \ | |
| --port 8080 | |
| """ | |
| import argparse | |
| import math | |
| import os | |
| import sys | |
| import time | |
| import threading | |
| import cv2 | |
| import numpy as np | |
| from scipy.spatial.transform import Rotation as R | |
| import viser | |
| import trimesh | |
| def parse_args(): | |
| parser = argparse.ArgumentParser( | |
| description='Interactive video mesh visualization with viser.', | |
| formatter_class=argparse.ArgumentDefaultsHelpFormatter, | |
| ) | |
| parser.add_argument('--frames-dir', type=str, required=True, | |
| help='Directory containing frame images (e.g. 000000.png)') | |
| parser.add_argument('--layout-json', type=str, required=True, | |
| help='Path to layout JSON with per-frame poses') | |
| parser.add_argument('--mesh', type=str, required=True, | |
| help='Path to object mesh (.obj)') | |
| parser.add_argument('--hand-meshes', type=str, default=None, | |
| help='Path to hand meshes NPZ file') | |
| parser.add_argument('--hands', type=str, default='both', | |
| choices=['left', 'right', 'both'], | |
| help='Which hand(s) to render') | |
| parser.add_argument('--scale', type=float, default=0.19408, | |
| help='Mesh scale factor') | |
| parser.add_argument('--translation-scale', type=float, default=1.0, | |
| help='Scale factor for translation values from JSON') | |
| parser.add_argument('--fx', type=float, default=1346.4437866210938) | |
| parser.add_argument('--fy', type=float, default=1346.4437866210938) | |
| parser.add_argument('--cx', type=float, default=640.0) | |
| parser.add_argument('--cy', type=float, default=360.0) | |
| parser.add_argument('--width', type=int, default=1280) | |
| parser.add_argument('--height', type=int, default=720) | |
| parser.add_argument('--port', type=int, default=8080, | |
| help='Viser server port') | |
| parser.add_argument('--frustum-scale', type=float, default=0.2, | |
| help='Scale of camera frustum visualization') | |
| parser.add_argument('--fps', type=float, default=30.0, | |
| help='Playback FPS for auto-play') | |
| return parser.parse_args() | |
| def pose_to_camera_frame(verts_pose): | |
| """Convert vertices from pose frame (x-fwd, y-left, z-up) to camera frame (x-right, y-down, z-fwd).""" | |
| verts_cam = np.zeros_like(verts_pose) | |
| verts_cam[:, 0] = -verts_pose[:, 1] | |
| verts_cam[:, 1] = -verts_pose[:, 2] | |
| verts_cam[:, 2] = verts_pose[:, 0] | |
| return verts_cam | |
| def transform_mesh_to_camera_frame(vertices, rot_matrix, translation, scale): | |
| """Apply scale, rotation, translation in pose frame, then convert to camera frame.""" | |
| verts = vertices * scale | |
| verts_pose = verts @ rot_matrix.T + translation | |
| return pose_to_camera_frame(verts_pose) | |
| def load_layout(json_path): | |
| """Parse layout JSON into dict[frame_idx -> {quat, translation, scale, camera_frame}]. | |
| Auto-detects camera-frame layouts (with translation_camera_frame / quat_wxyz_camera_frame). | |
| For camera-frame layouts, translation and quat are already in camera frame and need no conversion. | |
| """ | |
| import json | |
| with open(json_path) as f: | |
| data = json.load(f) | |
| is_camera_frame = data.get("frame") == "camera_frame" | |
| layout = {} | |
| for obj in data["objects"]: | |
| if "frame_index" not in obj and "frame_idx" not in obj: | |
| continue | |
| frame_idx = obj.get("frame_index", obj.get("frame_idx")) | |
| pose = obj["local_to_scene"] | |
| if is_camera_frame and "translation_camera_frame" in pose and "quat_wxyz_camera_frame" in pose: | |
| layout[frame_idx] = { | |
| "quat": pose["quat_wxyz_camera_frame"], | |
| "translation": pose["translation_camera_frame"], | |
| "scale": pose.get("scale", None), | |
| "translation_scale_optimized": pose.get("translation_scale_optimized", None), | |
| "camera_frame": True, | |
| } | |
| else: | |
| layout[frame_idx] = { | |
| "quat": pose["new_quat"], | |
| "translation": pose["translation"], | |
| "scale": pose.get("scale", None), | |
| "camera_frame": False, | |
| } | |
| if is_camera_frame: | |
| print(" [info] Detected camera-frame layout, skipping pose-frame conversion") | |
| return layout | |
| def main(): | |
| args = parse_args() | |
| # Validate paths | |
| if not os.path.isdir(args.frames_dir): | |
| print(f"[error] Frames directory not found: {args.frames_dir}") | |
| sys.exit(1) | |
| if not os.path.exists(args.layout_json): | |
| print(f"[error] Layout JSON not found: {args.layout_json}") | |
| sys.exit(1) | |
| if not os.path.exists(args.mesh): | |
| print(f"[error] Mesh not found: {args.mesh}") | |
| sys.exit(1) | |
| # Load layout | |
| print("Loading layout JSON...") | |
| layout = load_layout(args.layout_json) | |
| frame_indices = sorted(layout.keys()) | |
| num_frames = len(frame_indices) | |
| max_frame = max(frame_indices) | |
| print(f" {num_frames} frames, range [{min(frame_indices)}, {max_frame}]") | |
| # Load mesh (shared topology) | |
| print("Loading mesh...") | |
| mesh = trimesh.load_mesh(args.mesh) | |
| if not isinstance(mesh, trimesh.Trimesh): | |
| mesh = mesh.dump(concatenate=True) | |
| mesh_verts = np.array(mesh.vertices) | |
| mesh_faces = mesh.faces | |
| mesh_visual = mesh.visual | |
| print(f" {len(mesh_verts)} vertices, {len(mesh_faces)} faces") | |
| # Load hand meshes | |
| hand_data = None | |
| hands_to_render = [] | |
| hand_colors = {'left': (204, 128, 128), 'right': (128, 128, 204)} | |
| if args.hand_meshes: | |
| if not os.path.exists(args.hand_meshes): | |
| print(f"[error] Hand meshes not found: {args.hand_meshes}") | |
| sys.exit(1) | |
| print("Loading hand meshes...") | |
| hand_data = np.load(args.hand_meshes) | |
| hands_to_render = ['left', 'right'] if args.hands == 'both' else [args.hands] | |
| for hand in hands_to_render: | |
| n = hand_data[f'{hand}_vertices'].shape[0] | |
| print(f" {hand} hand: {n} frames, {hand_data[f'{hand}_vertices'].shape[1]} vertices") | |
| # Camera intrinsics | |
| fov_y = 2.0 * math.atan(args.height / (2.0 * args.fy)) | |
| aspect = args.width / args.height | |
| # Start viser server | |
| server = viser.ViserServer(port=args.port) | |
| server.scene.set_up_direction("-y") | |
| # Even multi-directional lighting so side / back orbit views stay bright. | |
| # Camera frame: +x right, +y down (so -y is up), +z forward. Directional | |
| # lights shine from `position` toward the world origin. | |
| server.scene.add_light_ambient("/lights/ambient", intensity=0.6) | |
| server.scene.add_light_hemisphere( | |
| "/lights/hemi", | |
| sky_color=(255, 255, 255), | |
| ground_color=(180, 180, 200), | |
| intensity=0.5, | |
| ) | |
| server.scene.add_light_directional( | |
| "/lights/key_front", position=(0.5, -1.5, -1.0), intensity=0.7, | |
| ) | |
| server.scene.add_light_directional( | |
| "/lights/fill_back", position=(0.0, -1.0, 2.5), intensity=0.7, | |
| ) | |
| server.scene.add_light_directional( | |
| "/lights/fill_left", position=(-2.0, -0.5, 1.0), intensity=0.5, | |
| ) | |
| server.scene.add_light_directional( | |
| "/lights/fill_right", position=(2.0, -0.5, 1.0), intensity=0.5, | |
| ) | |
| server.scene.add_light_directional( | |
| "/lights/top", position=(0.0, -2.5, 1.0), intensity=0.4, | |
| ) | |
| # Add coordinate frame | |
| server.scene.add_frame("/camera/axes", show_axes=True, axes_length=0.1, axes_radius=0.005) | |
| # GUI controls | |
| frame_slider = server.gui.add_slider( | |
| "Frame", min=0, max=max_frame, step=1, initial_value=0, | |
| ) | |
| play_button = server.gui.add_button("Play") | |
| fps_slider = server.gui.add_slider( | |
| "FPS", min=1, max=60, step=1, initial_value=int(args.fps), | |
| ) | |
| texture_checkbox = server.gui.add_checkbox("Enable Texture", initial_value=False) | |
| # Playback state | |
| playing = False | |
| play_lock = threading.Lock() | |
| def update_frame(frame_idx): | |
| """Update the scene for the given frame index.""" | |
| # Load frame image | |
| img_path = os.path.join(args.frames_dir, f"{frame_idx:06d}.png") | |
| if not os.path.exists(img_path): | |
| img_path = os.path.join(args.frames_dir, f"{frame_idx:06d}.jpg") | |
| if not os.path.exists(img_path): | |
| return | |
| frame_bgr = cv2.imread(img_path) | |
| if frame_bgr is None: | |
| return | |
| frame_rgb = cv2.cvtColor(frame_bgr, cv2.COLOR_BGR2RGB) | |
| # Camera frustum with frame image | |
| server.scene.add_camera_frustum( | |
| "/camera", | |
| fov=fov_y, | |
| aspect=aspect, | |
| scale=args.frustum_scale, | |
| image=frame_rgb, | |
| format="jpeg", | |
| jpeg_quality=90, | |
| color=(30, 30, 30), | |
| ) | |
| # Get pose from layout | |
| if frame_idx not in layout: | |
| return | |
| pose = layout[frame_idx] | |
| quat_wxyz = pose["quat"] | |
| quat_xyzw = np.array([quat_wxyz[1], quat_wxyz[2], quat_wxyz[3], quat_wxyz[0]]) | |
| rot_matrix = R.from_quat(quat_xyzw).as_matrix() | |
| if pose.get("camera_frame"): | |
| # Already in camera frame — apply directly | |
| translation = np.array(pose["translation"]) | |
| verts_cam = (mesh_verts * args.scale) @ rot_matrix.T + translation | |
| else: | |
| # Pose frame — reorder translation and convert | |
| tx, ty, tz = pose["translation"] | |
| translation = np.array([ | |
| tz * args.translation_scale, | |
| tx * args.translation_scale, | |
| ty * args.translation_scale, | |
| ]) | |
| verts_cam = transform_mesh_to_camera_frame( | |
| mesh_verts, rot_matrix, translation, args.scale, | |
| ) | |
| # Compute object frame position and orientation in camera frame | |
| if pose.get("camera_frame"): | |
| obj_translation = np.array(pose["translation"]) | |
| obj_rotation = rot_matrix | |
| else: | |
| tx, ty, tz = pose["translation"] | |
| translation_pose = np.array([ | |
| tz * args.translation_scale, | |
| tx * args.translation_scale, | |
| ty * args.translation_scale, | |
| ]) | |
| # Pose-to-camera rotation: maps pose-frame axes to camera-frame axes | |
| R_pose2cam = np.array([ | |
| [0, -1, 0], | |
| [0, 0, -1], | |
| [1, 0, 0], | |
| ], dtype=float) | |
| obj_translation = R_pose2cam @ translation_pose | |
| obj_rotation = R_pose2cam @ rot_matrix | |
| # Add coordinate frame at the object's origin | |
| obj_quat_xyzw = R.from_matrix(obj_rotation).as_quat() # [x,y,z,w] | |
| obj_quat_wxyz = (obj_quat_xyzw[3], obj_quat_xyzw[0], obj_quat_xyzw[1], obj_quat_xyzw[2]) | |
| server.scene.add_frame( | |
| "/object_frame", | |
| show_axes=True, | |
| axes_length=0.08, | |
| axes_radius=0.004, | |
| wxyz=obj_quat_wxyz, | |
| position=obj_translation, | |
| ) | |
| # Update object mesh | |
| if texture_checkbox.value: | |
| mesh_cam = trimesh.Trimesh(vertices=verts_cam, faces=mesh_faces, visual=mesh_visual) | |
| server.scene.add_mesh_trimesh("/object_mesh", mesh=mesh_cam) | |
| else: | |
| server.scene.add_mesh_simple( | |
| "/object_mesh", | |
| vertices=verts_cam.astype(np.float32), | |
| faces=mesh_faces.astype(np.uint32), | |
| color=(180, 180, 180), | |
| side="double", | |
| ) | |
| # Update hand meshes | |
| if hand_data is not None: | |
| for hand in hands_to_render: | |
| hand_verts = hand_data[f'{hand}_vertices'] | |
| hand_faces = hand_data[f'{hand}_faces'] | |
| # Clamp frame index to available hand frames | |
| hi = min(frame_idx, hand_verts.shape[0] - 1) | |
| server.scene.add_mesh_simple( | |
| f"/hand_{hand}", | |
| vertices=hand_verts[hi].astype(np.float32), | |
| faces=hand_faces.astype(np.uint32), | |
| color=hand_colors[hand], | |
| side="double", | |
| ) | |
| # Initial frame | |
| update_frame(0) | |
| def on_slider_change(_): | |
| update_frame(int(frame_slider.value)) | |
| def on_texture_change(_): | |
| update_frame(int(frame_slider.value)) | |
| def on_play_click(_): | |
| nonlocal playing | |
| with play_lock: | |
| playing = not playing | |
| play_button.name = "Pause" if playing else "Play" | |
| def playback_loop(): | |
| nonlocal playing | |
| while True: | |
| if playing: | |
| current = int(frame_slider.value) | |
| next_frame = current + 1 | |
| if next_frame > max_frame: | |
| next_frame = 0 | |
| frame_slider.value = next_frame | |
| update_frame(next_frame) | |
| time.sleep(1.0 / fps_slider.value) | |
| else: | |
| time.sleep(0.05) | |
| playback_thread = threading.Thread(target=playback_loop, daemon=True) | |
| playback_thread.start() | |
| print(f"\nViewer running at http://localhost:{args.port}") | |
| print(f"Frames: 0-{max_frame}, use slider or Play button to navigate") | |
| print("Press Ctrl+C to exit") | |
| try: | |
| while True: | |
| time.sleep(1.0) | |
| except KeyboardInterrupt: | |
| print("\nShutting down.") | |
| if __name__ == "__main__": | |
| main() | |