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632d805 | 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 | """Fast physically based rendering of rigid-body rollouts, offscreen on the GPU (Filament, through Open3D).
Dynamics use the objects' collision meshes; pictures use their visual meshes. The rigid pose of every object in every
frame is fitted (Kabsch) to its collision-mesh vertices, the model's rigid prediction, and applied to the object's visual
mesh (KuBasic visual_geometry.obj, the meshes the MOVi videos were rendered with; same frame as the collision mesh).
The scene: a checker floor (1 m tiles), light (default) or dark, image-based lighting, a key light with soft shadows,
ambient occlusion and filmic tone mapping; physically based materials (a fixed palette; metal objects metallic). A fixed
camera frames where the objects move. Given the times of the key poses, a video samples the motion in real time at
its frame rate, interpolating between key poses. Frames are rendered at `supersample` times the output size, averaged
down and piped to ffmpeg (H.264). Nothing but the scene is drawn: no text. Without a GPU, EGL_PLATFORM=surfaceless
renders the same scene with Mesa's software rasterizer (llvmpipe), more slowly.
meshes = load_render_meshes('data_generation/objects', shapes)
poses = [fit_poses(size * collision_vertices(mesh_dir, shape), frames)[0] ...] # per object: (T, 4, 4)
get_renderer().render(out_path, [meshes[s] for s in shapes], sizes, metal, poses, fps, ghost=None)
"""
import functools
import os
import subprocess
import numpy as np
# object colours (sRGB): blue, orange, red, teal, green, yellow, purple, pink, brown, grey
PALETTE = ('#4e79a7', '#f28e2b', '#e15759', '#76b7b2', '#59a14f', '#edc948', '#b07aa1', '#ff9da7', '#9c755f', '#bab0ac')
def linear_rgb(colour):
"""Linear RGB of an sRGB hex colour (materials take linear colours)."""
c = np.array([int(colour[k:k + 2], 16) for k in (1, 3, 5)]) / 255.0
return np.where(c <= 0.04045, c / 12.92, ((c + 0.055) / 1.055) ** 2.4)
# Studio looks. A checker floor in light or dark tones, image-based light for soft fill and reflections, one warm key
# light from above, left of the camera, for form and soft contact shadows; filmic tone mapping. Plastic objects with a
# clear coat, metal ones metallic. Floor albedos give rendered tones of about 221 / 209 (light) and 35 / 24 (dark).
LOOKS = {
'light': dict(background=(0.86, 0.867, 0.87), checker=((0.97, 0.985, 1.0), (0.74, 0.76, 0.79)), floor_roughness=0.95,
floor_reflectance=0.2, ibl_intensity=33000, key_intensity=130000),
'dark': dict(background=(0.1, 0.104, 0.112), checker=((0.04, 0.042, 0.046), (0.026, 0.027, 0.03)),
floor_roughness=0.85, floor_reflectance=0.12, ibl_intensity=30000, key_intensity=120000),
}
for _look in LOOKS.values():
_look.update(ibl='default', key=(1.0, 0.957, 0.902), roughness=0.45, reflectance=0.5, clearcoat=0.5,
clearcoat_roughness=0.12, metal_roughness=0.3)
KEY_DIRECTION = (-0.02, 0.42, -0.91) # key light travel direction (world, z up): from above, left of the camera
FLOOR_SIZE = 2000.0 # m
TILE = 1.0 # floor tile (m)
GHOST = (0.55, 0.57, 0.62, 0.3) # translucent ground truth
POINT = (0.93, 0.94, 0.95) # style 'solid': colour of the drawn surface points, linear RGB
SEE_THROUGH = 0.55 # style 'points': opacity of the object meshes around their points
GLASS_TINT = 0.1 # style 'points': mesh colour, the object's blended this far towards white
POINT_SHADE = 0.75 # style 'points': point colour, the object's darkened by this factor
ADDED_TINT = 0.6 # style 'points': added-point colour, the object's blended this far towards white
ADDED_RADIUS = 0.6 # radius of the added (completion) points, relative to the observed points'
VIEW = (1.0, -1.25, 1.35) # camera direction (from the target)
FOV = 30.0 # vertical field of view (degrees)
def kabsch(X0, X):
"""Rigid motion (R, t) with X ~ R X0 + t."""
c0, c = X0.mean(0), X.mean(0)
U, _, Vt = np.linalg.svd((X0 - c0).T @ (X - c))
D = np.diag([1.0, 1.0, np.sign(np.linalg.det(Vt.T @ U.T))])
R = Vt.T @ D @ U.T
return R, c - R @ c0
def fit_poses(reference, frames):
"""Rigid poses taking `reference` (V, 3), an object's vertices in its own frame, to frames[t] (V, 3): (T, 4, 4)
and the largest distance of a fitted vertex from its frame's vertex."""
X0, X = np.asarray(reference, np.float64), np.asarray(frames, np.float64)
c0, c = X0.mean(0), X.mean(1)
U, _, Vt = np.linalg.svd(np.einsum('vi,tvj->tij', X0 - c0, X - c[:, None]))
V, Ut = np.transpose(Vt, (0, 2, 1)), np.transpose(U, (0, 2, 1))
D = np.tile(np.eye(3), (len(X), 1, 1))
D[:, 2, 2] = np.sign(np.linalg.det(V @ Ut))
R = V @ D @ Ut
out = np.tile(np.eye(4), (len(X), 1, 1))
out[:, :3, :3], out[:, :3, 3] = R, c - R @ c0
resid = float(np.linalg.norm(np.einsum('tij,vj->tvi', R, X0) + out[:, None, :3, 3] - X, axis=-1).max())
return out, resid
def poses_from_vertices(reference, frames):
return fit_poses(reference, frames)[0]
def interpolate_poses(poses, times, t):
"""Poses (len(t), 4, 4) at times t from key poses (K, 4, 4) at increasing `times`: positions interpolated
linearly, rotations along the shortest arc (spherical linear interpolation); held outside the key times."""
from scipy.spatial.transform import Rotation
poses, times, t = np.asarray(poses, np.float64), np.asarray(times, np.float64), np.asarray(t, np.float64)
if len(times) == 1:
return np.repeat(poses, len(t), axis=0)
k = np.clip(np.searchsorted(times, t, side='right') - 1, 0, len(times) - 2)
a = np.clip((t - times[k]) / (times[k + 1] - times[k]), 0.0, 1.0)
R0, R1 = poses[k, :3, :3], poses[k + 1, :3, :3]
step = Rotation.from_matrix(np.transpose(R0, (0, 2, 1)) @ R1).as_rotvec()
out = np.tile(np.eye(4), (len(t), 1, 1))
out[:, :3, :3] = R0 @ Rotation.from_rotvec(a[:, None] * step).as_matrix()
out[:, :3, 3] = (1 - a)[:, None] * poses[k, :3, 3] + a[:, None] * poses[k + 1, :3, 3]
return out
@functools.lru_cache(maxsize=None)
def collision_vertices(mesh_dir, shape):
"""Vertices of <mesh_dir>/<shape>/collision_geometry.obj in file order: the order of an object's vertices in the
data (unit size, the object's frame)."""
import trimesh
return np.asarray(trimesh.load(os.path.join(mesh_dir, shape, 'collision_geometry.obj'), process=False).vertices,
np.float64)
@functools.lru_cache(maxsize=None)
def load_obj(path):
"""(vertices, normals, faces) of a Wavefront OBJ file; polygons are triangulated as fans. One vertex per distinct
(position, normal) pair of the face corners, so a hard edge in the file stays hard. The normals are the file's
directions recomputed as face-area-weighted means over the faces that share each vertex: the large flat faces
of the bevelled shapes (two triangles per cube face) then shade flat, where the file's normals, tilted toward
the bevels, draw a highlight line across them; curved surfaces stay smooth."""
pos, nrm, corners, faces = [], [], {}, []
with open(path) as fh:
for line in fh:
if line.startswith('v '):
pos.append([float(x) for x in line.split()[1:4]])
elif line.startswith('vn '):
nrm.append([float(x) for x in line.split()[1:4]])
elif line.startswith('f '):
ids = []
for c in line.split()[1:]:
parts = c.split('/')
if len(parts) < 3 or not parts[2]:
raise ValueError(f'{path}: a face corner without a normal ({c!r})')
key = (int(parts[0]) - 1, int(parts[2]) - 1)
ids.append(corners.setdefault(key, len(corners)))
faces += [[ids[0], ids[k], ids[k + 1]] for k in range(1, len(ids) - 1)]
keys = np.array(list(corners), np.int64)
V = np.asarray(pos, np.float64)[keys[:, 0]]
file_normals = np.asarray(nrm, np.float64)[keys[:, 1]]
F = np.asarray(faces, np.int64)
cross = np.cross(V[F[:, 1]] - V[F[:, 0]], V[F[:, 2]] - V[F[:, 0]]) # length: twice the face area
N = np.zeros_like(V)
for j in range(3):
np.add.at(N, F[:, j], cross)
length = np.linalg.norm(N, axis=1, keepdims=True)
if (length[:, 0] == 0).any() or ((N * file_normals).sum(1) <= 0).any():
raise ValueError(f'{path}: vertex normals undefined or against the file normals (face winding)')
return V, N / length, F
def point_spheres(points, radius, resolution=4):
"""One mesh of small spheres of `radius` centred at `points` (N, 3): (vertices, normals, faces)."""
import open3d as o3d
sphere = o3d.geometry.TriangleMesh.create_sphere(radius=1.0, resolution=resolution)
sphere.compute_vertex_normals()
V0, N0, F0 = np.asarray(sphere.vertices), np.asarray(sphere.vertex_normals), np.asarray(sphere.triangles)
P = np.asarray(points, np.float64)
V = (P[:, None, :] + radius * V0[None]).reshape(-1, 3)
N = np.broadcast_to(N0, (len(P),) + N0.shape).reshape(-1, 3)
F = (F0[None] + (np.arange(len(P)) * len(V0))[:, None, None]).reshape(-1, 3)
return V, N, F
def load_render_meshes(mesh_dir, shapes):
"""{shape: (vertices, normals, faces)} of <mesh_dir>/<shape>/visual_geometry.obj."""
out = {}
for s in set(shapes):
path = os.path.join(mesh_dir, s, 'visual_geometry.obj')
if not os.path.isfile(path):
raise FileNotFoundError(f'{path}: no visual mesh for shape {s!r}')
out[s] = load_obj(path)
return out
def frame_camera(poses, radii, aspect, fov=FOV, view=VIEW, margin=1.04):
"""(target, eye) of a fixed camera that keeps every object in view over the whole clip: each object, a sphere of
its radius around its centre in every frame, must fit in the field of view seen from `view`; the distance is the
smallest that fits all of them, times `margin`."""
centres = np.stack([p[:, :3, 3] for p in poses], axis=1).reshape(-1, 3) # (T * n, 3)
r = np.tile(np.asarray(radii, np.float64), len(poses[0]))
lo, hi = (centres - r[:, None]).min(0), (centres + r[:, None]).max(0)
target = np.array([(lo[0] + hi[0]) / 2, (lo[1] + hi[1]) / 2, 0.5 * max(hi[2], 0.0) * 0.6])
f = -np.asarray(view, np.float64) / np.linalg.norm(view)
right = np.cross(f, [0.0, 0.0, 1.0])
right /= np.linalg.norm(right)
up = np.cross(right, f)
rel = centres - target
x, y, z = rel @ right, rel @ up, rel @ f
tv = np.tan(np.radians(fov / 2))
th = tv * aspect
# a sphere fits when its centre, widened by the radius across and brought nearer by it, does
dist = max(float(((np.abs(x) + r) / th - z + r).max()), float(((np.abs(y) + r) / tv - z + r).max()), 1.0) * margin
return target, target - f * dist
class RolloutRenderer:
def __init__(self, width=1280, height=720, supersample=2, floor='light', look=None):
import open3d as o3d
from open3d.visualization import rendering
if floor not in LOOKS:
raise ValueError(f'floor must be one of {sorted(LOOKS)}, got {floor!r}')
self.o3d, self.rendering = o3d, rendering
self.width, self.height, self.ss, self.floor_tone = width, height, supersample, floor
self.look = dict(LOOKS[floor], **(look or {}))
L = self.look
self.renderer = rendering.OffscreenRenderer(width * supersample, height * supersample)
scene = self.renderer.scene
scene.set_background([*L['background'], 1.0])
if not scene.scene.set_indirect_light(os.path.join(os.path.dirname(o3d.__file__), 'resources', L['ibl'])):
raise RuntimeError(f"could not load the image-based light {L['ibl']!r} of Open3D's resources")
scene.scene.enable_indirect_light(True)
scene.scene.set_indirect_light_intensity(L['ibl_intensity'])
scene.scene.set_sun_light(list(KEY_DIRECTION), list(L['key']), L['key_intensity'])
scene.scene.enable_sun_light(True)
view = scene.view
view.set_shadowing(True, rendering.View.ShadowType.PCF)
view.set_ambient_occlusion(True)
view.set_antialiasing(True)
view.set_post_processing(True)
view.set_color_grading(rendering.ColorGrading(rendering.ColorGrading.Quality.ULTRA,
rendering.ColorGrading.ToneMapping.ACES_LEGACY))
self.floor = self._floor()
self._prewarm()
def _prewarm(self, max_frames=300):
"""The engine compiles shader variants on first use and leaves objects out of the frames until they are
ready. Draw the floor with one object of each material (plastic, metal, translucent) on it until all three
show against the empty floor."""
o3d, scene = self.o3d, self.renderer.scene
box = o3d.geometry.TriangleMesh.create_box(1.0, 1.0, 1.0)
box.compute_vertex_normals()
V, N, F = np.asarray(box.vertices) + [-0.5, -0.5, 0.0], np.asarray(box.vertex_normals), np.asarray(box.triangles)
scene.clear_geometry()
scene.add_geometry('floor', *self.floor)
self.renderer.setup_camera(FOV, [0, 0, 0.5], [0, -12, 4.5], [0, 0, 1])
for _ in range(3):
empty = np.asarray(self.renderer.render_to_image()).astype(np.float64)
for k, (metal, ghost) in enumerate([(False, False), (True, False), (False, True)]):
self._add(f'prewarm{k}', V + [2.0 * (k - 1), 0.0, 0.0], N, F, (0.8, 0.1, 0.1), metal, ghost)
h, w = self.height * self.ss, self.width * self.ss
spots = [(slice(h // 2 - h // 30, h // 2 + h // 30), slice(c - w // 60, c + w // 60))
for c in (w // 2 - int(w * 0.175), w // 2, w // 2 + int(w * 0.175))]
for frame in range(max_frames):
self.renderer.setup_camera(FOV, [0, 0, 0.5], [0, -12, 4.5], [0, 0, 1])
img = np.asarray(self.renderer.render_to_image()).astype(np.float64)
if all(np.abs(img[r, c] - empty[r, c]).max(axis=-1).mean() > 8 for r, c in spots):
break
else:
raise RuntimeError(f'the renderer drew no objects in {max_frames} frames')
scene.clear_geometry()
self.prewarm_frames = frame + 1
def _floor(self):
o3d, rendering, L = self.o3d, self.rendering, self.look
half, reps = FLOOR_SIZE / 2, FLOOR_SIZE / (2 * TILE) # the texture holds 2 x 2 tiles and repeats
mesh = o3d.geometry.TriangleMesh()
mesh.vertices = o3d.utility.Vector3dVector([[-half, -half, 0], [half, -half, 0], [half, half, 0], [-half, half, 0]])
mesh.triangles = o3d.utility.Vector3iVector([[0, 1, 2], [0, 2, 3]])
mesh.triangle_uvs = o3d.utility.Vector2dVector([[0, 0], [reps, 0], [reps, reps], [0, 0], [reps, reps], [0, reps]])
mesh.compute_vertex_normals()
a, b = (np.asarray(c) for c in L['checker'])
n = 64 # texels per tile
check = (np.arange(2 * n)[:, None] // n + np.arange(2 * n)[None, :] // n) % 2
tex = np.where(check[..., None] > 0, b, a)
srgb = np.where(tex <= 0.0031308, tex * 12.92, 1.055 * tex ** (1 / 2.4) - 0.055) # albedo images are sRGB
mat = rendering.MaterialRecord()
mat.shader = 'defaultLit'
mat.albedo_img = o3d.geometry.Image(np.ascontiguousarray((srgb * 255).round().astype(np.uint8)))
mat.base_roughness = L['floor_roughness']
mat.base_reflectance = L['floor_reflectance']
return mesh, mat
def _add(self, name, V, N, F, color, metal=False, ghost=False, alpha=None):
"""alpha: draw the mesh in `color` with this opacity and without shadows (style 'points')."""
o3d, rendering, L = self.o3d, self.rendering, self.look
# int32 triangles: with int64 ones and given vertex normals the engine draws nothing but the shadow
mesh = o3d.geometry.TriangleMesh(o3d.utility.Vector3dVector(np.ascontiguousarray(V, np.float64)),
o3d.utility.Vector3iVector(np.ascontiguousarray(F, np.int32)))
mesh.vertex_normals = o3d.utility.Vector3dVector(np.ascontiguousarray(N, np.float64))
mesh.compute_triangle_normals()
mat = rendering.MaterialRecord()
if ghost:
mat.shader = 'defaultLitTransparency'
mat.base_color = list(GHOST)
mat.base_roughness = 0.6
elif alpha is not None: # matte, little specular: the colour shows through
mat.shader = 'defaultLitTransparency'
mat.base_color = [*color, float(alpha)]
mat.base_roughness, mat.base_reflectance = 0.8, 0.1
else:
mat.shader = 'defaultLit'
mat.base_color = [*color, 1.0]
if metal:
mat.base_metallic, mat.base_roughness = 1.0, L['metal_roughness']
else:
mat.base_metallic, mat.base_roughness = 0.0, L['roughness']
mat.base_reflectance = L['reflectance']
mat.base_clearcoat, mat.base_clearcoat_roughness = L['clearcoat'], L['clearcoat_roughness']
self.renderer.scene.add_geometry(name, mesh, mat)
if ghost or alpha is not None: # the ground truth and see-through meshes cast no shadow
self.renderer.scene.scene.geometry_shadows(name, False, False)
def render(self, out_path, meshes, sizes, metal, poses, fps, ghost=None, times=None, points=None,
point_radius=0.025, colours=None, view=None, style='solid', see_through=SEE_THROUGH, added=None):
"""meshes[i] = (vertices, normals, faces) in the object's frame, unscaled; sizes[i] its scale; metal[i] bool;
poses[i] (K, 4, 4) its key poses; ghost: key poses drawn translucent (the ground truth), or None. With
`times` (K,), the video time (s) of each key pose, the video samples the motion at `fps`, interpolating
between key poses (interpolate_poses); without, every key pose is one frame. points[i] (N_i, 3) or None:
surface points of object i in its frame (unscaled), drawn as spheres of `point_radius` (m) that move with the
object (the observed points of partial inputs); added[i] (M_i, 3) or None: points a completion network added
to points[i] (data.partial_view.completion), drawn with ADDED_RADIUS times that radius. style 'solid': opaque
objects with light points on them; 'points': the points opaque in the object's colour (darkened by
POINT_SHADE, added points lightened by ADDED_TINT), the object see-through around them (opacity
`see_through`, its colour lightened by GLASS_TINT). colours[i]: sRGB hex colour of object i (default: PALETTE
by index). view: direction from the objects to the camera (default VIEW); the key light turns with it about
the vertical, so it keeps lighting the objects from above, left of the camera."""
if style not in ('solid', 'points'):
raise ValueError(f"style must be 'solid' or 'points', got {style!r}")
view = VIEW if view is None else tuple(float(v) for v in view)
turn = np.arctan2(view[1], view[0]) - np.arctan2(VIEW[1], VIEW[0])
c, s = np.cos(turn), np.sin(turn)
kx, ky, kz = KEY_DIRECTION
self.renderer.scene.scene.set_sun_light([c * kx - s * ky, s * kx + c * ky, kz], list(self.look['key']),
self.look['key_intensity'])
if times is not None:
t = np.arange(int(np.floor(float(times[-1] - times[0]) * fps + 1e-6)) + 1) / fps + float(times[0])
poses = [interpolate_poses(P, times, t) for P in poses]
ghost = None if ghost is None else [interpolate_poses(P, times, t) for P in ghost]
scene = self.renderer.scene
scene.clear_geometry()
scene.add_geometry('floor', *self.floor)
layers = [('obj', poses)] + ([('gt', ghost)] if ghost is not None else [])
marked = [i for i in range(len(meshes)) if points is not None and points[i] is not None and len(points[i])]
rgb = [linear_rgb(colours[i] if colours is not None else PALETTE[i % len(PALETTE)]) for i in range(len(meshes))]
for tag, _ in layers:
for i, (V, N, F) in enumerate(meshes):
glass = style == 'points' and tag == 'obj' and i in marked
colour = (1 - GLASS_TINT) * rgb[i] + GLASS_TINT if glass else rgb[i]
self._add(f'{tag}{i}', V * float(sizes[i]), N, F, colour, bool(metal[i]), ghost=tag == 'gt',
alpha=float(see_through) if glass else None)
for i in marked:
self._add(f'pts{i}', *point_spheres(np.asarray(points[i], np.float64) * float(sizes[i]), point_radius),
POINT_SHADE * rgb[i] if style == 'points' else POINT)
filled = [i for i in marked if added is not None and added[i] is not None and len(added[i])]
for i in filled:
self._add(f'add{i}', *point_spheres(np.asarray(added[i], np.float64) * float(sizes[i]),
ADDED_RADIUS * point_radius),
(1 - ADDED_TINT) * rgb[i] + ADDED_TINT if style == 'points' else POINT)
radii = [float(np.linalg.norm(V, axis=1).max()) * float(sizes[i]) for i, (V, _, _) in enumerate(meshes)]
target, eye = frame_camera(poses, radii, self.width / self.height, view=view)
cmd = ['ffmpeg', '-hide_banner', '-loglevel', 'error', '-y', '-f', 'rawvideo', '-pix_fmt', 'rgb24',
'-s', f'{self.width}x{self.height}', '-r', f'{fps:.6f}', '-i', '-', '-c:v', 'libx264', '-crf', '18',
'-preset', 'medium', '-pix_fmt', 'yuv420p', '-movflags', '+faststart', str(out_path)]
enc = subprocess.Popen(cmd, stdin=subprocess.PIPE)
try:
# the engine shows newly added geometry only after a couple of frames: render the first frame twice ahead
for tag, seq in layers:
for i in range(len(meshes)):
scene.set_geometry_transform(f'{tag}{i}', seq[i][0])
for i in marked:
scene.set_geometry_transform(f'pts{i}', poses[i][0])
for i in filled:
scene.set_geometry_transform(f'add{i}', poses[i][0])
self.renderer.setup_camera(FOV, target, eye, [0, 0, 1])
for _ in range(2):
self.renderer.render_to_image()
for t in range(len(poses[0])):
for tag, seq in layers:
for i in range(len(meshes)):
scene.set_geometry_transform(f'{tag}{i}', seq[i][t])
for i in marked:
scene.set_geometry_transform(f'pts{i}', poses[i][t])
for i in filled:
scene.set_geometry_transform(f'add{i}', poses[i][t])
# after the objects are placed: the camera's clipping planes follow the scene's bounds
self.renderer.setup_camera(FOV, target, eye, [0, 0, 1])
img = np.asarray(self.renderer.render_to_image())
if self.ss > 1:
img = img.reshape(self.height, self.ss, self.width, self.ss, 3).mean(axis=(1, 3))
enc.stdin.write(np.ascontiguousarray(img.round().astype(np.uint8)).tobytes())
finally:
enc.stdin.close()
if enc.wait() != 0:
raise RuntimeError(f'ffmpeg failed to write {out_path}')
_RENDERER = None
def get_renderer(width=1280, height=720, supersample=2, floor='light'):
"""One renderer per process (the Filament engine is created once)."""
global _RENDERER
if _RENDERER is None:
_RENDERER = RolloutRenderer(width, height, supersample, floor)
elif (_RENDERER.width, _RENDERER.height, _RENDERER.ss, _RENDERER.floor_tone) != (width, height, supersample, floor):
raise ValueError(f'the renderer of this process is {_RENDERER.width}x{_RENDERER.height} (supersample '
f'{_RENDERER.ss}, {_RENDERER.floor_tone} floor), requested {width}x{height} (supersample '
f'{supersample}, {floor} floor)')
return _RENDERER
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