File size: 22,499 Bytes
5dd27d0 | 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 | """Render an exported three.js scene straight into a CUDA tensor with nvdiffrast.
Ports the three.js r161 shading the game uses (physically based lights, i.e.
``useLegacyLights = false``): MeshBasic / LineBasic unlit, MeshLambert and
MeshStandard (GGX direct specular, no environment map so no indirect
specular), hemisphere + directional lights, emissive, ACES filmic tone mapping
and the sRGB transfer. Front-face culling, double-sided normals and flat
shading follow WebGLRenderer. Depth-writing surfaces are resolved first;
surfaces that do not write depth (flash, tracer, impact) are composited over
them, with their opacity when transparent. Lines are one pixel wide, as WebGL
draws them, built as screen-aligned quads.
A frame never synchronizes with the host: culled triangles become degenerate
instead of being filtered out, the frame's scene data arrives in one copy, and
the per-pixel shading and compositing are one compiled function.
The output is an (H, W, 3) uint8 CUDA tensor, top row first — the same layout
the capture path hands to the model, without ever leaving the GPU.
"""
import math
import os
import numpy as np
import torch
import torch.nn.functional as F
import nvdiffrast.torch as dr
_BASIC, _LAMBERT, _STANDARD = 0, 1, 2
_TYPES = {'MeshBasicMaterial': _BASIC, 'LineBasicMaterial': _BASIC,
'MeshLambertMaterial': _LAMBERT, 'MeshStandardMaterial': _STANDARD}
_FRONT, _BACK, _DOUBLE = 0, 1, 2
_ACES_TONE_MAPPING = 4
_ACES_IN = [[0.59719, 0.35458, 0.04823],
[0.07600, 0.90834, 0.01566],
[0.02840, 0.13383, 0.83777]]
_ACES_OUT = [[1.60475, -0.53108, -0.07367],
[-0.10208, 1.10813, -0.00605],
[-0.00327, -0.07276, 1.07602]]
# Per-triangle table columns: static material, per-frame material, geometry.
_KIND, _FLAT, _DOUBLE_SIDED, _TONE, _ROUGH, _METAL, _TRANSPARENT = range(7)
_COLOR, _OPACITY, _EMISSIVE, _EMISSIVE_INTENSITY = slice(7, 10), 10, slice(11, 14), 14
_FACE, _FRONT_FACING = slice(15, 18), 18
def _det3(m):
"""Determinant of (..., 3, 3) as a triple product; torch.linalg.det would sync with the host."""
return (m[..., 0, :] * torch.cross(m[..., 1, :], m[..., 2, :], dim=-1)).sum(-1)
def _hex_to_srgb(value):
value = value.lstrip('#')
return [int(value[i:i + 2], 16) / 255 for i in (0, 2, 4)]
def _dot(a, b):
return (a * b).sum(-1, keepdim=True)
def _ggx(l, v, n, f0, roughness):
alpha = roughness * roughness
h = F.normalize(l + v, dim=-1)
dot_nl = _dot(n, l).clamp(0, 1)
dot_nv = _dot(n, v).clamp(0, 1)
dot_nh = _dot(n, h).clamp(0, 1)
dot_vh = _dot(v, h).clamp(0, 1)
fresnel = torch.exp2((-5.55473 * dot_vh - 6.98316) * dot_vh)
f = f0 * (1 - fresnel) + fresnel
a2 = alpha * alpha
gv = dot_nl * torch.sqrt(a2 + (1 - a2) * dot_nv * dot_nv)
gl = dot_nv * torch.sqrt(a2 + (1 - a2) * dot_nl * dot_nl)
vis = 0.5 / (gv + gl).clamp(min=1e-6)
d = a2 / (math.pi * (dot_nh * dot_nh * (a2 - 1) + 1) ** 2)
return f * vis * d
def _to_output(linear, tone_mapped, exposure, aces_in, aces_out):
x = linear * (exposure / 0.6)
x = x @ aces_in.T
a = x * (x + 0.0245786) - 0.000090537
b = x * (0.983729 * x + 0.4329510) + 0.238081
mapped = ((a / b) @ aces_out.T).clamp(0, 1)
linear = torch.where(tone_mapped, mapped, linear).clamp(min=0)
return torch.where(linear <= 0.0031308, linear * 12.92, linear.pow(0.41666) * 1.055 - 0.055).clamp(0, 1)
def _shade(rast, interp, table, eye, light_dirs, light_colors, hemi_sky, hemi_ground, hemi_up,
exposure, tone_enabled, aces_in, aces_out):
covered = rast[..., 3] > 0
tid = (rast[..., 3].long() - 1).clamp(min=0)
t = table[tid]
kind = t[..., _KIND]
flat = t[..., _FLAT:_FLAT + 1] > 0.5
position, normal = interp[..., :3], interp[..., 3:6]
normal = F.normalize(torch.where(flat, t[..., _FACE], normal), dim=-1)
view = F.normalize(eye - position, dim=-1)
back = (t[..., _DOUBLE_SIDED:_DOUBLE_SIDED + 1] > 0.5) & (t[..., _FRONT_FACING:_FRONT_FACING + 1] < 0.5) & ~flat
normal = torch.where(back | (flat & (_dot(normal, view) < 0)), -normal, normal)
color = t[..., _COLOR]
metal = t[..., _METAL:_METAL + 1]
standard = (kind == _STANDARD)[..., None]
diffuse = torch.where(standard, color * (1 - metal), color)
f0 = 0.04 + (color - 0.04) * metal
# roughness = min(max(r, 0.0525) + geometryRoughness, 1); the normal
# derivative is taken within each triangle, as a fragment quad would.
def derivative(dim):
forward = normal.roll(-1, dim) - normal
backward = normal - normal.roll(1, dim)
same_f = (tid.roll(-1, dim) == tid)[..., None]
same_b = (tid.roll(1, dim) == tid)[..., None]
return torch.where(same_f, forward, torch.where(same_b, backward, torch.zeros_like(forward))).abs()
geometry = torch.maximum(derivative(0), derivative(1)).amax(-1, keepdim=True)
roughness = (t[..., _ROUGH:_ROUGH + 1].clamp(min=0.0525) + geometry).clamp(max=1.0)
irradiance = torch.zeros_like(position)
for k in range(hemi_sky.shape[0]):
w = 0.5 * _dot(normal, hemi_up[k]) + 0.5
irradiance = irradiance + hemi_ground[k] + (hemi_sky[k] - hemi_ground[k]) * w
specular = torch.zeros_like(position)
for k in range(light_colors.shape[0]):
l = F.normalize(light_dirs[k], dim=-1)
direct = _dot(normal, l).clamp(0, 1) * light_colors[k]
irradiance = irradiance + direct
specular = specular + direct * _ggx(l, view, normal, f0, roughness)
emissive = t[..., _EMISSIVE] * t[..., _EMISSIVE_INTENSITY:_EMISSIVE_INTENSITY + 1]
lit = diffuse / math.pi * irradiance + emissive + torch.where(standard, specular, torch.zeros_like(specular))
out = torch.where((kind == _BASIC)[..., None], color, lit)
tone = (t[..., _TONE:_TONE + 1] > 0.5) & tone_enabled
out = _to_output(out, tone, exposure, aces_in, aces_out)
alpha = torch.where(t[..., _TRANSPARENT] > 0.5, t[..., _OPACITY], torch.ones_like(kind))
return out, covered, rast[..., 2], alpha
def _compose(base_rast, base_interp, over_rast, over_interp, table, clear, eye, light_dirs, light_colors,
hemi_sky, hemi_ground, hemi_up, exposure, tone_enabled, aces_in, aces_out):
args = (table, eye, light_dirs, light_colors, hemi_sky, hemi_ground, hemi_up, exposure, tone_enabled,
aces_in, aces_out)
color, covered, z, _ = _shade(base_rast, base_interp, *args)
color = torch.where(covered[..., None], color, clear)
depth = torch.where(covered, z, torch.full_like(z, float('inf')))
over, over_covered, over_z, alpha = _shade(over_rast, over_interp, *args)
alpha = torch.where(over_covered & (over_z < depth), alpha, torch.zeros_like(alpha))[..., None]
color = color * (1 - alpha) + over * alpha
# WebGL rasterizes bottom row first; images are stored top row first.
return color.flip(0).mul(255).round().clamp(0, 255).to(torch.uint8)
class NativeRenderer:
def __init__(self, scene, arrays, device='cuda', compile=True, graphs=None):
dev = self.device = torch.device(device)
self.width, self.height = scene['width'], scene['height']
self.ctx = dr.RasterizeCudaContext(device=dev)
self.exposure = torch.tensor(float(scene['exposure']), device=dev)
self.tone_enabled = torch.tensor(scene['toneMapping'] == _ACES_TONE_MAPPING, device=dev)
self.clear = torch.tensor(_hex_to_srgb(scene['clearColor']), device=dev)
self.aces_in = torch.tensor(_ACES_IN, device=dev)
self.aces_out = torch.tensor(_ACES_OUT, device=dev)
self._lights(scene['lights'])
materials = scene['materials']
side = np.array([m['side'] for m in materials])
overlay = np.array([bool(m['transparent']) or not m['depthWrite'] for m in materials])
static = np.array([[_TYPES[m['type']], m['flatShading'], m['side'] == _DOUBLE, bool(m['toneMapped']),
m['roughness'] if m['roughness'] is not None else 1.0,
m['metalness'] if m['metalness'] is not None else 0.0,
bool(m['transparent'])] for m in materials], np.float32)
# One vertex copy per mesh draw, so each draw carries its own transform.
positions, normals, vertex_draw, triangles, tri_draw = [], [], [], [], []
base = 0
self.lines = [] # (draw, geometry, material, segments)
for d, draw in enumerate(scene['draws']):
g = scene['geometries'][draw['geometry']]
index = arrays[f'g{draw["geometry"]}_index']
count = draw['count'] if draw['count'] >= 0 else len(index) - draw['start']
index = index[draw['start']:draw['start'] + count]
if draw['kind'] == 'line':
if not g['dynamic']:
raise NotImplementedError('Static line geometry')
self.lines.append((d, draw['geometry'], draw['material'], g['vertices'] - 1))
continue
used = np.unique(index)
remap = np.full(g['vertices'], -1, np.int64)
remap[used] = np.arange(len(used)) + base
p = arrays[f'g{draw["geometry"]}_position'].reshape(-1, 3)[used]
positions.append(p)
normals.append(arrays[f'g{draw["geometry"]}_normal'].reshape(-1, 3)[used] if g['normal'] else np.zeros_like(p))
vertex_draw.append(np.full(len(used), d))
triangles.append(remap[index].reshape(-1, 3))
tri_draw.append(np.full(len(index) // 3, d))
base += len(used)
self.mesh_vertices = base
# Each line segment is a quad: four vertices, two triangles, after the meshes.
for d, _, _, segments in self.lines:
for s in range(segments):
v = base + 4 * s
triangles.append(np.array([[v, v + 1, v + 2], [v + 1, v + 3, v + 2]]))
tri_draw.append(np.full(2, d))
base += 4 * segments
cat = lambda a, dtype: torch.from_numpy(np.ascontiguousarray(np.concatenate(a))).to(dev, dtype)
self.positions = cat(positions, torch.float32)
self.normals = cat(normals, torch.float32)
self.vertex_draw = cat(vertex_draw, torch.long)
self.triangles = cat(triangles, torch.int32)
tri_draw = np.concatenate(tri_draw)
self.tri_draw = torch.from_numpy(tri_draw).to(dev)
self.draw_count = len(scene['draws'])
draws = scene['draws']
draw_object = np.array([d['object'] for d in draws])
draw_material = np.array([d['material'] for d in draws])
tri_material = draw_material[tri_draw]
is_line = np.array([draws[d]['kind'] == 'line' for d in tri_draw])
tri_side = np.where(is_line, _DOUBLE, side[tri_material])
self.draw_object = torch.from_numpy(draw_object).to(dev)
self.tri_object = torch.from_numpy(draw_object[tri_draw]).to(dev)
self.tri_material = torch.from_numpy(tri_material).to(dev)
self.tri_side = torch.from_numpy(tri_side).to(dev)
self.tri_overlay = torch.from_numpy(overlay[tri_material]).to(dev)
self.tri_static = torch.from_numpy(static[tri_material]).to(dev)
self.zero_tri = torch.zeros_like(self.triangles)
self._layout = None
self._staging = None
self._flat = None
self._pixel = torch.tensor([2.0 / self.width, 2.0 / self.height], device=dev)
self._xyw = torch.tensor([0, 1, 3], device=dev)
self.use_graphs = graphs if graphs is not None else os.environ.get('NATIVE_RENDER_GRAPHS', '1') == '1'
self._graph_prepare = self._graph_compose = None
self._compose = torch.compile(_compose, dynamic=False, fullgraph=True) if compile else _compose
def _lights(self, lights):
sky, ground, up, colors = [], [], [], []
for light in lights:
if light.get('unsupported') or light['type'] == 'ambient':
raise NotImplementedError(f'Light type {light["type"]}')
if light['type'] == 'hemisphere':
sky.append([c * light['intensity'] for c in light['sky']])
ground.append([c * light['intensity'] for c in light['ground']])
up.append(light.get('direction', [0, 1, 0]))
elif light['type'] == 'directional':
colors.append([c * light['intensity'] for c in light['color']])
t = lambda v: torch.tensor(v, device=self.device, dtype=torch.float32).reshape(-1, 3)
self.hemi_sky, self.hemi_ground, self.hemi_up, self.light_colors = t(sky), t(ground), t(up), t(colors)
self.hemi_up = F.normalize(self.hemi_up, dim=-1)
def _upload(self, frame):
"""All of a frame's scene data in one pinned copy into a fixed device buffer."""
names = ['objects', 'materials', 'camera', 'lights'] + [f'g{g}_position' for _, g, _, _ in self.lines]
if self._layout is None:
offsets, total = {}, 0
for name in names:
offsets[name] = (total, frame[name].size)
total += frame[name].size
self._layout = offsets
self._staging = torch.empty(total, dtype=torch.float32, pin_memory=True)
self._flat = torch.empty(total, dtype=torch.float32, device=self.device)
self._copied = torch.cuda.Event()
else:
# The previous frame's copy out of the staging buffer is long done
# by now; this only guards against overwriting it mid-flight.
self._copied.synchronize()
host = self._staging.numpy()
for name in names:
start, size = self._layout[name]
host[start:start + size] = frame[name]
self._flat.copy_(self._staging, non_blocking=True)
self._copied.record()
@torch.no_grad()
def render(self, frame):
"""Render one exported frame; returns a new (H, W, 3) uint8 CUDA tensor."""
self._upload(frame)
if not self.use_graphs:
return self._raster_and_compose(*self._prepare(self._flat))
if self._graph_prepare is None:
self._capture()
# Two graph replays and four nvdiffrast calls per frame; everything
# else is recorded once, so the host only queues a handful of launches.
self._graph_prepare.replay()
base_rast, base_interp, over_rast, over_interp = self._raster(*self._prepared[:4])
self._raster_in[0].copy_(base_rast[0])
self._raster_in[1].copy_(base_interp[0])
self._raster_in[2].copy_(over_rast[0])
self._raster_in[3].copy_(over_interp[0])
self._graph_compose.replay()
return self._image.clone()
@torch.no_grad()
def coverage(self, frame):
"""Per draw: visible pixels and their mean x, y (0-1).
The same culling and depth test as ``render``, so a part hidden behind
a wall or outside the view counts zero; opaque and overlay layers are
counted separately and summed. Not graphed; for data tools.
"""
self._upload(frame)
clip, _, base_tris, over_tris, _, _, _ = self._prepare(self._flat)
n = self.draw_count
pixels = torch.zeros(n, device=self.device)
sum_x, sum_y = torch.zeros_like(pixels), torch.zeros_like(pixels)
for tris in (base_tris, over_tris):
rast, _ = dr.rasterize(self.ctx, clip, tris, (self.height, self.width))
tid = rast[0, ..., 3].long()
covered = tid > 0
draw = self.tri_draw[tid[covered] - 1]
ys, xs = torch.nonzero(covered, as_tuple=True)
pixels += torch.bincount(draw, minlength=n).float()
sum_x += torch.bincount(draw, weights=xs.float() / self.width, minlength=n)
sum_y += torch.bincount(draw, weights=ys.float() / self.height, minlength=n)
mean = lambda s: s / pixels.clamp(min=1)
# nvdiffrast rows start at the bottom; report y from the top like the image.
return torch.stack([pixels, mean(sum_x), 1 - mean(sum_y)], 1).cpu().numpy()
def _capture(self):
side = torch.cuda.Stream()
side.wait_stream(torch.cuda.current_stream())
with torch.cuda.stream(side):
for _ in range(3):
self._prepare(self._flat)
torch.cuda.current_stream().wait_stream(side)
self._graph_prepare = torch.cuda.CUDAGraph()
with torch.cuda.graph(self._graph_prepare):
self._prepared = self._prepare(self._flat)
self._graph_prepare.replay()
base_rast, base_interp, over_rast, over_interp = self._raster(*self._prepared[:4])
self._raster_in = [base_rast[0].clone(), base_interp[0].clone(), over_rast[0].clone(), over_interp[0].clone()]
compose = lambda: self._compose_from(*self._raster_in, *self._prepared[4:])
side.wait_stream(torch.cuda.current_stream())
with torch.cuda.stream(side):
for _ in range(3):
compose()
torch.cuda.current_stream().wait_stream(side)
self._graph_compose = torch.cuda.CUDAGraph()
with torch.cuda.graph(self._graph_compose):
self._image = compose()
torch.cuda.synchronize()
def _raster(self, clip, attrs, base_tris, over_tris):
H, W = self.height, self.width
base_rast, _ = dr.rasterize(self.ctx, clip, base_tris, (H, W))
base_interp, _ = dr.interpolate(attrs, base_rast, base_tris)
over_rast, _ = dr.rasterize(self.ctx, clip, over_tris, (H, W))
over_interp, _ = dr.interpolate(attrs, over_rast, over_tris)
return base_rast, base_interp, over_rast, over_interp
def _raster_and_compose(self, clip, attrs, base_tris, over_tris, table, eye, light_dirs):
base_rast, base_interp, over_rast, over_interp = self._raster(clip, attrs, base_tris, over_tris)
return self._compose_from(base_rast[0], base_interp[0], over_rast[0], over_interp[0], table, eye, light_dirs)
def _compose_from(self, base_rast, base_interp, over_rast, over_interp, table, eye, light_dirs):
return self._compose(base_rast, base_interp, over_rast, over_interp, table, self.clear, eye, light_dirs,
self.light_colors, self.hemi_sky, self.hemi_ground, self.hemi_up, self.exposure,
self.tone_enabled, self.aces_in, self.aces_out)
def _prepare(self, flat):
"""Device-only work before rasterization: transforms, culling, the triangle table."""
H, W = self.height, self.width
data = {name: flat[start:start + size] for name, (start, size) in self._layout.items()}
objects = data['objects'].view(-1, 17)
materials = data['materials'].view(-1, 8)
camera = data['camera']
visible = objects[:, 0] > 0.5
model = objects[:, 1:].reshape(-1, 4, 4).transpose(1, 2) # three stores column-major
view_projection = camera[:16].reshape(4, 4).T @ camera[16:32].reshape(4, 4).T
eye = camera[32:35]
# Mesh vertices to world and clip space. The cofactor matrix is
# det * inverse-transpose: the normal matrix up to scale (normals are
# renormalized), and still defined for a zero-scaled object.
draw_model = model[self.draw_object]
vm = draw_model[self.vertex_draw]
world = torch.einsum('vij,vj->vi', vm[:, :3, :3], self.positions) + vm[:, :3, 3]
m3 = draw_model[:, :3, :3]
c0, c1, c2 = m3[:, :, 0], m3[:, :, 1], m3[:, :, 2]
cofactor = torch.stack([torch.cross(c1, c2, dim=-1), torch.cross(c2, c0, dim=-1), torch.cross(c0, c1, dim=-1)], 2)
cofactor = cofactor * torch.where(_det3(m3) < 0, -1.0, 1.0)[:, None, None]
world_normal = torch.einsum('vij,vj->vi', cofactor[self.vertex_draw], self.normals)
clip = torch.cat([world, torch.ones_like(world[:, :1])], 1) @ view_projection.T
# Lines: one-pixel quads around each projected segment.
if self.lines:
line_world, line_clip = [], []
pixel = self._pixel
for d, g, _, _ in self.lines:
points = data[f'g{g}_position'].view(-1, 3)
m = draw_model[d]
pw = points @ m[:3, :3].T + m[:3, 3]
pc = torch.cat([pw, torch.ones_like(pw[:, :1])], 1) @ view_projection.T
a, b = pc[:-1], pc[1:]
wa, wb = a[:, 3:].clamp(min=1e-6), b[:, 3:].clamp(min=1e-6)
direction = (b[:, :2] / wb - a[:, :2] / wa) / pixel
offset = F.normalize(torch.stack([-direction[:, 1], direction[:, 0]], 1), dim=-1) * 0.5 * pixel
quad = [a.clone(), a.clone(), b.clone(), b.clone()]
for q, sign, w in zip(quad, (1, -1, 1, -1), (wa, wa, wb, wb)):
q[:, :2] += sign * offset * w
line_clip.append(torch.stack(quad, 1).reshape(-1, 4))
line_world.append(torch.stack([pw[:-1], pw[:-1], pw[1:], pw[1:]], 1).reshape(-1, 3))
line_world = torch.cat(line_world)
world = torch.cat([world, line_world])
world_normal = torch.cat([world_normal, torch.zeros_like(line_world)])
clip = torch.cat([clip, torch.cat(line_clip)])
# Culling as WebGL does it: hidden objects, then the face the material
# does not draw. The homogeneous determinant keeps the orientation
# right for triangles crossing the near plane. Culled triangles become
# degenerate rather than being filtered, so nothing waits on the host.
tri = self.triangles.long()
facing = _det3(clip.index_select(1, self._xyw)[tri]) > 0
keep = visible[self.tri_object]
keep &= (self.tri_side == _DOUBLE) | ((self.tri_side == _FRONT) & facing) | ((self.tri_side == _BACK) & ~facing)
corners = world[tri]
face = torch.cross(corners[:, 1] - corners[:, 0], corners[:, 2] - corners[:, 0], dim=-1)
table = torch.cat([self.tri_static, materials[self.tri_material], face, facing[:, None].float()], 1)
clip = clip.unsqueeze(0).contiguous()
attrs = torch.cat([world, world_normal], 1).unsqueeze(0).contiguous()
base_tris = torch.where((keep & ~self.tri_overlay)[:, None], self.triangles, self.zero_tri).contiguous()
over_tris = torch.where((keep & self.tri_overlay)[:, None], self.triangles, self.zero_tri).contiguous()
return clip, attrs, base_tris, over_tris, table, eye, data['lights'].view(-1, 3)
|