"""Partial point clouds of MOVi objects observed by a simulated depth camera (data.partial_view). A pinhole depth camera ray-casts the posed visual meshes of a scene (data_generation/objects// visual_geometry.obj, the meshes rendered by Kubric). The points where rays hit object i, i.e. its segment of the depth image back-projected to 3D, form its observation. Observed points are stored in the object frame (asset units) and moved with the ground-truth pose to every frame of a sample, so each point keeps its identity over time: the input is partial, the supervision is the ground-truth motion of the same surface points, and the camera is used only at the observation frame. Cameras follow the Kubric convention: they look along their -z axis, K maps camera coordinates to pixels and R is the camera-to-world matrix. With the original Kubric camera, the ray cast reproduces the `image_positions` and `visibility` recorded by Kubric (scripts/check_depth_camera.py). Config (data.partial_view): enable: true camera_file: data_generation/scene_cameras_MoviB.json # Kubric camera of every scene (export_scene_cameras.py) eval_camera: pulled_back # scene camera direction, moved back to `distance`; or scene (the Kubric camera) train_camera: random # azimuth, elevation and distance drawn per sample; or pulled_back / scene train_azimuth_jitter_deg: 0.0 # train split, pulled_back camera: rotate the direction about the vertical # through `target` by ~ U(-j, j) degrees, keeping its elevation distance: 12.0 # metres from `target` target: [0.0, 0.0, 1.5] fov_y_deg: 58.0 resolution: [480, 640] # (H, W) of the evaluation camera train_resolutions: [[480, 640]] random_azimuth_deg: [0.0, 360.0] random_elevation_deg: [20.0, 70.0] random_distance: [10.0, 14.0] observe_index: 3 # sample frame observed by the camera (the last warm-up frame) max_points: 512 # at most this many points per object (farthest-point subsample) min_points: 16 # objects with fewer observed points count as unobserved depth_noise_std: 0.0 # train split: depth noise std (m) at 1 m, scaled by depth^2 boundary_erosion_px: 0 # train split: drop pixels within this distance of another segment occluder_prob: 0.0 # train split: probability that 1-3 random discs hide the pixels behind them occluder_radius: [0.03, 0.12] # disc radius as a fraction of the image height random_max_points: null # train split: [lo, hi]; keep the first n ~ U{lo..hi} FPS points of each object full_object_prob: 0.0 # train split: probability of using the whole collision meshes (vertices in FPS # order, <= max_points) instead of the observed points completion: null # CompletionNet checkpoint (src/data/shape_completion.py): add predicted points on # the hidden side; the union is FPS-subsampled to max_points completion_input_points: 256 # observed points read by the completion network (an FPS prefix) """ import json from functools import lru_cache from pathlib import Path from typing import Dict, List, Optional, Sequence, Tuple import numpy as np DEFAULTS = { 'eval_camera': 'pulled_back', 'train_camera': 'random', 'train_azimuth_jitter_deg': 0.0, 'distance': 12.0, 'target': [0.0, 0.0, 1.5], 'fov_y_deg': 58.0, 'resolution': [480, 640], 'train_resolutions': [[480, 640]], 'random_azimuth_deg': [0.0, 360.0], 'random_elevation_deg': [20.0, 70.0], 'random_distance': [10.0, 14.0], 'observe_index': 3, 'max_points': 512, 'min_points': 16, 'depth_noise_std': 0.0, 'boundary_erosion_px': 0, 'occluder_prob': 0.0, 'occluder_radius': [0.03, 0.12], 'random_max_points': None, 'full_object_prob': 0.0, 'completion': None, 'completion_input_points': 256, } def quat_to_rotmat(q: np.ndarray) -> np.ndarray: """Rotation matrices (..., 3, 3) of unit quaternions (..., 4) in (w, x, y, z) order.""" q = np.asarray(q, dtype=np.float64) w, x, y, z = q[..., 0], q[..., 1], q[..., 2], q[..., 3] R = np.empty(q.shape[:-1] + (3, 3), dtype=np.float64) R[..., 0, 0] = 1 - 2 * (y * y + z * z) R[..., 0, 1] = 2 * (x * y - w * z) R[..., 0, 2] = 2 * (x * z + w * y) R[..., 1, 0] = 2 * (x * y + w * z) R[..., 1, 1] = 1 - 2 * (x * x + z * z) R[..., 1, 2] = 2 * (y * z - w * x) R[..., 2, 0] = 2 * (x * z - w * y) R[..., 2, 1] = 2 * (y * z + w * x) R[..., 2, 2] = 1 - 2 * (x * x + y * y) return R def farthest_point_orders(clouds: Sequence[np.ndarray], k: int) -> List[np.ndarray]: """Batched farthest-point sampling of clouds (N_i, 3): min(k, N_i) indices per cloud in sampling order, starting at the point farthest from the centroid (ties: lowest index), so the first m indices are an m-point FPS subset. Distances are computed in float32.""" sizes = np.array([c.shape[0] for c in clouds]) n, rows = int(sizes.max()), np.arange(len(clouds)) X, Y, Z = (np.zeros((len(clouds), n), dtype=np.float32) for _ in range(3)) valid = np.zeros((len(clouds), n), dtype=bool) for i, c in enumerate(clouds): c = np.asarray(c, dtype=np.float32) X[i, :sizes[i]], Y[i, :sizes[i]], Z[i, :sizes[i]] = c[:, 0], c[:, 1], c[:, 2] valid[i, :sizes[i]] = True d = np.zeros((len(clouds), n), dtype=np.float32) buf = np.empty_like(d) for A in (X, Y, Z): np.subtract(A, (A.sum(axis=1) / sizes)[:, None].astype(np.float32), out=buf) d += buf * buf d[~valid] = -np.inf sel = np.zeros((len(clouds), min(int(k), n)), dtype=np.int64) sel[:, 0] = np.argmax(d, axis=1) d.fill(np.inf) d[~valid] = -np.inf dd = np.empty_like(d) for i in range(1, sel.shape[1]): last = sel[:, i - 1] np.subtract(X, X[rows, last][:, None], out=buf) np.multiply(buf, buf, out=dd) for A in (Y, Z): np.subtract(A, A[rows, last][:, None], out=buf) buf *= buf dd += buf np.minimum(d, dd, out=d) d[rows, last] = -np.inf sel[:, i] = np.argmax(d, axis=1) return [sel[i, :min(int(k), int(sizes[i]))] for i in range(len(clouds))] def farthest_point_order(P: np.ndarray, k: int) -> np.ndarray: """farthest_point_orders of a single cloud.""" return farthest_point_orders([P], k)[0] def kabsch(A: np.ndarray, B: np.ndarray) -> Tuple[np.ndarray, np.ndarray]: """Rigid transforms (R (..., 3, 3), t (..., 3)) minimising |R a + t - b| from points A (N, 3) to B (..., N, 3).""" A = np.asarray(A, dtype=np.float64) B = np.asarray(B, dtype=np.float64) ca = A.mean(axis=0) cb = B.mean(axis=-2) H = np.einsum('ni,...nj->...ij', A - ca, B - cb[..., None, :]) U, _, Vt = np.linalg.svd(H) d = np.sign(np.linalg.det(np.einsum('...ij,...jk->...ik', U, Vt))) D = np.zeros(H.shape) D[..., 0, 0] = 1.0 D[..., 1, 1] = 1.0 D[..., 2, 2] = d R = np.einsum('...ji,...jk,...lk->...il', Vt, D, U) # V D U^T t = cb - np.einsum('...ij,j->...i', R, ca) return R, t def look_at(eye: Sequence[float], target: Sequence[float], fov_y_deg: float, height: int, width: int): """Kubric-convention camera at `eye` aimed at `target` (z up): K (pixels) and camera-to-world R (4, 4).""" eye = np.asarray(eye, dtype=np.float64) target = np.asarray(target, dtype=np.float64) f = 0.5 * height / np.tan(np.radians(fov_y_deg) / 2) K = np.array([[f, 0.0, -width / 2], [0.0, -f, -height / 2], [0.0, 0.0, -1.0]]) back = eye - target back /= np.linalg.norm(back) right = np.cross([0.0, 0.0, 1.0], back) right /= np.linalg.norm(right) up = np.cross(back, right) R = np.eye(4) R[:3, 0], R[:3, 1], R[:3, 2], R[:3, 3] = right, up, back, eye return K, R def view_frame(points: np.ndarray, camera: np.ndarray) -> Tuple[np.ndarray, np.ndarray, np.ndarray]: """View frame of an observed cloud X (n, 3; world, z up, floor at z = 0) seen from camera centre (3,). Returns the origin (3,), i.e. the centroid; the rotation R (3, 3) whose columns are the frame axes in world coordinates (z up, x horizontal towards the camera); and the extra inputs (centroid height, sine of the camera elevation, camera distance / 10). View coordinates are (X - origin) @ R.""" c = np.asarray(points, np.float64).mean(axis=0) d = np.asarray(camera, np.float64) - c h = float(np.hypot(d[0], d[1])) x = np.array([d[0] / h, d[1] / h, 0.0]) if h > 1e-9 else np.array([1.0, 0.0, 0.0]) R = np.stack([x, np.cross([0.0, 0.0, 1.0], x), [0.0, 0.0, 1.0]], axis=1) dist = float(np.linalg.norm(d)) return c, R, np.array([c[2], d[2] / max(dist, 1e-9), dist / 10.0]) @lru_cache(maxsize=None) def visual_mesh(objects_dir: str, shape: str) -> Tuple[np.ndarray, np.ndarray]: """Vertices (asset units) and faces of a KuBasic visual mesh.""" import trimesh m = trimesh.load(Path(objects_dir) / shape / 'visual_geometry.obj', force='mesh', process=False) return np.asarray(m.vertices, dtype=np.float64), np.asarray(m.faces, dtype=np.int64) @lru_cache(maxsize=None) def collision_points(objects_dir: str, shape: str, k: int) -> np.ndarray: """At most k vertices (asset units) of a KuBasic collision mesh in FPS order (the full-object input).""" import trimesh V = np.asarray(trimesh.load(Path(objects_dir) / shape / 'collision_geometry.obj', force='mesh', process=False).vertices, dtype=np.float64) return V[farthest_point_order(V, min(k, len(V)))] class PartialView: """Observations of a scene by the configured depth camera (see the module docstring).""" def __init__(self, config: dict, repo_root: Path): unknown = sorted(set(config) - set(DEFAULTS) - {'enable', 'camera_file'}) if unknown: raise ValueError(f'data.partial_view: unknown keys {unknown}') self.cfg = {**DEFAULTS, **{k: v for k, v in config.items() if k != 'enable'}} for key in ('eval_camera', 'train_camera'): if self.cfg[key] not in ('pulled_back', 'scene', 'random'): raise ValueError(f"data.partial_view.{key} must be pulled_back, scene or random; got {self.cfg[key]}") if self.cfg['eval_camera'] == 'random': raise ValueError('data.partial_view.eval_camera must be deterministic (pulled_back or scene)') self.objects_dir = str(repo_root / 'data_generation' / 'objects') cam_file = self.cfg.get('camera_file') if not cam_file: raise ValueError('data.partial_view.camera_file is required (see data_generation/export_scene_cameras.py)') cam_path = Path(cam_file) if Path(cam_file).is_absolute() else repo_root / cam_file self.cameras = json.loads(cam_path.read_text())['scenes'] self.observe_index = int(self.cfg['observe_index']) self.max_points = int(self.cfg['max_points']) self.min_points = int(self.cfg['min_points']) rmp = self.cfg['random_max_points'] if rmp is not None and not (len(rmp) == 2 and self.min_points <= int(rmp[0]) <= int(rmp[1]) <= self.max_points): raise ValueError(f'data.partial_view.random_max_points must be [lo, hi] with min_points <= lo <= hi <= ' f'max_points; got {rmp}') self.completer = None if self.cfg['completion']: from .shape_completion import Completer path = Path(self.cfg['completion']) self.completer = Completer(path if path.is_absolute() else repo_root / path, int(self.cfg['completion_input_points'])) # Import Open3D in the process that builds the dataset: DataLoader workers forked after PyTorch has started its # OpenMP threads hang when they import it themselves. import open3d # noqa: F401 def describe(self, train: bool) -> str: c = self.cfg cam = c['train_camera'] if train else c['eval_camera'] res = c['train_resolutions'] if train else [c['resolution']] aug = '' if train: aug = (f"; augmentation: depth noise {c['depth_noise_std']}, erosion {c['boundary_erosion_px']} px, " f"occluders p={c['occluder_prob']} r={c['occluder_radius']}, random points {c['random_max_points']}, " f"whole objects p={c['full_object_prob']}") comp = (f"; completion {c['completion']} (reads {c['completion_input_points']} points)" if c['completion'] else '') if train and cam == 'pulled_back' and float(c['train_azimuth_jitter_deg']) > 0: cam += f" (azimuth +-{c['train_azimuth_jitter_deg']} deg)" return (f"partial view: {cam} camera, resolutions {res}, fov_y {c['fov_y_deg']} deg, distance " f"{c['random_distance'] if cam == 'random' else c['distance']} m, observed at sample frame " f"{self.observe_index}, <= {self.max_points} points per object, objects with < {self.min_points} " f"points not observed{aug}{comp}") def camera(self, scene: str, train: bool, rng: np.random.Generator): """(K, R, height, width) of the camera that observes `scene`.""" c = self.cfg kind = c['train_camera'] if train else c['eval_camera'] if kind == 'scene': rec = self.cameras[scene] H, W = rec.get('resolution', [256, 256]) return np.asarray(rec['K'], np.float64), np.asarray(rec['R'], np.float64), int(H), int(W) target = np.asarray(c['target'], dtype=np.float64) if train: H, W = c['train_resolutions'][rng.integers(len(c['train_resolutions']))] else: H, W = c['resolution'] if kind == 'pulled_back': direction = np.asarray(self.cameras[scene]['R'], np.float64)[:3, 3] - target direction /= np.linalg.norm(direction) jitter = float(c['train_azimuth_jitter_deg']) if train and jitter > 0: a = np.radians(rng.uniform(-jitter, jitter)) direction = np.array([np.cos(a) * direction[0] - np.sin(a) * direction[1], np.sin(a) * direction[0] + np.cos(a) * direction[1], direction[2]]) dist = float(c['distance']) else: az = np.radians(rng.uniform(*c['random_azimuth_deg'])) el = np.radians(rng.uniform(*c['random_elevation_deg'])) direction = np.array([np.cos(el) * np.cos(az), np.cos(el) * np.sin(az), np.sin(el)]) dist = float(rng.uniform(*c['random_distance'])) K, R = look_at(target + dist * direction, target, float(c['fov_y_deg']), int(H), int(W)) return K, R, int(H), int(W) def whole_objects(self, shapes: Sequence[str]) -> List[np.ndarray]: """Every object as its whole collision mesh (vertices, FPS order, <= max_points), the full-object input.""" return [collision_points(self.objects_dir, s, self.max_points) for s in shapes] def observe(self, scene: str, shapes: Sequence[str], sizes: np.ndarray, positions: np.ndarray, quaternions: np.ndarray, train: bool, rng: np.random.Generator, camera: Optional[tuple] = None) -> List[Optional[np.ndarray]]: """Observed points of every object in its own frame (asset units, (n_i, 3), FPS order), None if unobserved. positions (N, 3) and quaternions (N, 4; w, x, y, z) are the object poses at the observation frame and sizes (N,) the metadata sizes: point u of object i is at positions[i] + sizes[i] R(quaternions[i]) u in the world. camera is (K, R, height, width) as returned by camera(), drawn here if None. With completion enabled, the predicted points are added. """ import open3d as o3d if train and float(self.cfg['full_object_prob']) > 0 and rng.random() < float(self.cfg['full_object_prob']): return self.whole_objects(shapes) K, Rc, H, W = self.camera(scene, train, rng) if camera is None else camera Rq = quat_to_rotmat(quaternions) scene_rc = o3d.t.geometry.RaycastingScene() Kinv = np.linalg.inv(K) cover = np.zeros((H, W), dtype=bool) # rays are cast only inside the objects' projected boxes for i, shape in enumerate(shapes): V, F = visual_mesh(self.objects_dir, shape) Vw = positions[i] + sizes[i] * V @ Rq[i].T scene_rc.add_triangles(o3d.core.Tensor(Vw.astype(np.float32)), o3d.core.Tensor(F.astype(np.uint32))) Xc = (Vw - Rc[:3, 3]) @ Rc[:3, :3] front = Xc[:, 2] < 0 if front.any(): h = Xc[front] @ K.T uv = h[:, :2] / h[:, 2:3] x0, y0 = np.clip(np.floor(uv.min(axis=0)), 0, [W, H]).astype(int) x1, y1 = np.clip(np.ceil(uv.max(axis=0)), 0, [W, H]).astype(int) cover[y0:y1, x0:x1] = True out: List[Optional[np.ndarray]] = [None] * len(shapes) if not cover.any(): return out y0, y1 = np.flatnonzero(cover.any(axis=1))[[0, -1]] + [0, 1] x0, x1 = np.flatnonzero(cover.any(axis=0))[[0, -1]] + [0, 1] inside = cover[y0:y1, x0:x1].reshape(-1) u, v = np.meshgrid(np.arange(x0, x1) + 0.5, np.arange(y0, y1) + 0.5) d = np.stack([u.reshape(-1)[inside], v.reshape(-1)[inside], np.ones(int(inside.sum()))], -1) @ Kinv.T @ Rc[:3, :3].T d /= np.linalg.norm(d, axis=1, keepdims=True) rays = np.concatenate([np.broadcast_to(Rc[:3, 3], d.shape), d], axis=1).astype(np.float32) d = rays[:, 3:].astype(np.float64) # directions as cast (float32) ans = scene_rc.cast_rays(o3d.core.Tensor(rays), nthreads=1) t_hit = ans['t_hit'].numpy().astype(np.float64) ids = ans['geometry_ids'].numpy().astype(np.int64) ids[~np.isfinite(t_hit)] = -1 if train and int(self.cfg['boundary_erosion_px']) > 0: img = np.full(inside.shape, -1, dtype=np.int64) # pixels outside all boxes are background img[inside] = ids img = img.reshape(y1 - y0, x1 - x0) keep = np.ones_like(img, dtype=bool) for _ in range(int(self.cfg['boundary_erosion_px'])): edge = np.zeros_like(keep) edge[1:] |= img[1:] != img[:-1] edge[:-1] |= img[:-1] != img[1:] edge[:, 1:] |= img[:, 1:] != img[:, :-1] edge[:, :-1] |= img[:, :-1] != img[:, 1:] keep &= ~edge img = np.where(keep, img, -2) ids = np.where(keep.reshape(-1)[inside], ids, -1) if train and float(self.cfg['occluder_prob']) > 0 and rng.random() < float(self.cfg['occluder_prob']): pu, pv = u.reshape(-1)[inside], v.reshape(-1)[inside] # pixel centres of the cast rays for _ in range(int(rng.integers(1, 4))): # 1-3 discs in front of all objects cx, cy, r = rng.uniform(x0, x1), rng.uniform(y0, y1), rng.uniform(*self.cfg['occluder_radius']) * H ids[(pu - cx) ** 2 + (pv - cy) ** 2 < r * r] = -1 if train and float(self.cfg['depth_noise_std']) > 0: hits = np.isfinite(t_hit) t_hit[hits] += rng.normal(size=int(hits.sum())) * float(self.cfg['depth_noise_std']) * t_hit[hits] ** 2 seen, clouds = [], [] for i in range(len(shapes)): hit = ids == i if int(hit.sum()) < self.min_points: continue Xw = rays[0, :3].astype(np.float64) + t_hit[hit, None] * d[hit] U = (Xw - positions[i]) @ Rq[i] / sizes[i] # object frame, asset units if U.shape[0] > 2 * self.max_points: # random subsample of dense segments before FPS U = U[np.sort(rng.choice(U.shape[0], 2 * self.max_points, replace=False))] seen.append(i) clouds.append(U) if clouds: rmp = self.cfg['random_max_points'] if train else None for i, U, order in zip(seen, clouds, farthest_point_orders(clouds, self.max_points)): if rmp is not None: # an FPS prefix still covers the segment order = order[:max(self.min_points, int(rng.integers(int(rmp[0]), int(rmp[1]) + 1)))] out[i] = U[order] if self.completer is not None and seen: pred = self.completer.complete([positions[i] + sizes[i] * out[i] @ Rq[i].T for i in seen], Rc[:3, 3]) union = [np.concatenate([out[i], (Y - positions[i]) @ Rq[i] / sizes[i]]) for i, Y in zip(seen, pred)] for i, U, order in zip(seen, union, farthest_point_orders(union, self.max_points)): out[i] = U[order] return out def images(self, scene: str, shapes: Sequence[str], sizes: np.ndarray, positions: np.ndarray, quaternions: np.ndarray): """Depth image and segmentation of the evaluation camera, for display. depth (H, W): distance along the optical axis (m), including the floor (z = 0), inf where nothing is hit; segment (H, W): index of the object hit, -1 for floor and background. Same ray cast as observe(), over the whole image and without training augmentations.""" import open3d as o3d K, Rc, H, W = self.camera(scene, False, np.random.default_rng(0)) Rq = quat_to_rotmat(quaternions) scene_rc = o3d.t.geometry.RaycastingScene() for i, shape in enumerate(shapes): V, F = visual_mesh(self.objects_dir, shape) Vw = positions[i] + sizes[i] * V @ Rq[i].T scene_rc.add_triangles(o3d.core.Tensor(Vw.astype(np.float32)), o3d.core.Tensor(F.astype(np.uint32))) u, v = np.meshgrid(np.arange(W) + 0.5, np.arange(H) + 0.5) d = np.stack([u.reshape(-1), v.reshape(-1), np.ones(H * W)], -1) @ np.linalg.inv(K).T @ Rc[:3, :3].T d /= np.linalg.norm(d, axis=1, keepdims=True) rays = np.concatenate([np.broadcast_to(Rc[:3, 3], d.shape), d], axis=1).astype(np.float32) ans = scene_rc.cast_rays(o3d.core.Tensor(rays)) t_hit = ans['t_hit'].numpy().astype(np.float64) segment = ans['geometry_ids'].numpy().astype(np.int64) segment[~np.isfinite(t_hit)] = -1 down = d[:, 2] < -1e-9 # floor (z = 0) where no object is hit t_floor = np.where(down, -Rc[2, 3] / np.where(down, d[:, 2], -1.0), np.inf) t = np.where(np.isfinite(t_hit), t_hit, t_floor) forward = -Rc[:3, 2] # Kubric cameras look along -z depth = t * (d @ forward) return depth.reshape(H, W), segment.reshape(H, W)