v2d / reconstruction /scripts /visualize_3d.py
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#!/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)
@frame_slider.on_update
def on_slider_change(_):
update_frame(int(frame_slider.value))
@texture_checkbox.on_update
def on_texture_change(_):
update_frame(int(frame_slider.value))
@play_button.on_click
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()