MeshDiffusion/nvdiffrec/lib/render/render.py

455 wiersze
20 KiB
Python

# Copyright (c) 2020-2022 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
#
# NVIDIA CORPORATION, its affiliates and licensors retain all intellectual
# property and proprietary rights in and to this material, related
# documentation and any modifications thereto. Any use, reproduction,
# disclosure or distribution of this material and related documentation
# without an express license agreement from NVIDIA CORPORATION or
# its affiliates is strictly prohibited.
import torch
import nvdiffrast.torch as dr
from . import util
from . import renderutils as ru
from . import light
# ==============================================================================================
# Helper functions
# ==============================================================================================
def interpolate(attr, rast, attr_idx, rast_db=None):
return dr.interpolate(attr.contiguous(), rast, attr_idx, rast_db=rast_db, diff_attrs=None if rast_db is None else 'all')
# ==============================================================================================
# pixel shader
# ==============================================================================================
def shade(
gb_pos,
gb_geometric_normal,
gb_normal,
gb_tangent,
gb_texc,
gb_texc_deriv,
view_pos,
lgt,
material,
bsdf,
xfm_lgt=None
):
################################################################################
# Texture lookups
################################################################################
perturbed_nrm = None
alpha_mtl = None
if 'kd_ks_normal' in material:
# Combined texture, used for MLPs because lookups are expensive
all_tex_jitter = material['kd_ks_normal'].sample(gb_pos + torch.normal(mean=0, std=0.01, size=gb_pos.shape, device="cuda"))
all_tex = material['kd_ks_normal'].sample(gb_pos)
assert all_tex.shape[-1] == 9 or all_tex.shape[-1] == 10, "Combined kd_ks_normal must be 9 or 10 channels"
kd, ks, perturbed_nrm = all_tex[..., :-6], all_tex[..., -6:-3], all_tex[..., -3:]
# Compute albedo (kd) gradient, used for material regularizer
kd_grad = torch.sum(torch.abs(all_tex_jitter[..., :-6] - all_tex[..., :-6]), dim=-1, keepdim=True) / 3
else:
try:
kd_jitter = material['kd'].sample(gb_texc + torch.normal(mean=0, std=0.005, size=gb_texc.shape, device="cuda"), gb_texc_deriv)
if 'alpha' in material:
raise NotImplementedError
try:
alpha_mtl = material['alpha'].sample(gb_texc, gb_texc_deriv)
except:
alpha_mtl = material['alpha'].sample(gb_pos + torch.normal(mean=0, std=0.01, size=gb_pos.shape, device="cuda"))
kd = material['kd'].sample(gb_texc, gb_texc_deriv)
ks = material['ks'].sample(gb_texc, gb_texc_deriv)[..., 0:3] # skip alpha
kd_grad = torch.sum(torch.abs(kd_jitter[..., 0:3] - kd[..., 0:3]), dim=-1, keepdim=True) / 3
except:
kd_jitter = kd = material['kd'].data[0].expand(*gb_pos.size())
ks = material['ks'].data[0].expand(*gb_pos.size())[..., 0:3] # skip alpha
kd_grad = torch.sum(torch.abs(kd_jitter[..., 0:3] - kd[..., 0:3]), dim=-1, keepdim=True) / 3
# Separate kd into alpha and color, default alpha = 1
alpha = kd[..., 3:4] if kd.shape[-1] == 4 else torch.ones_like(kd[..., 0:1])
if alpha_mtl is not None:
alpha = alpha_mtl
kd = kd[..., 0:3]
################################################################################
# Normal perturbation & normal bend
################################################################################
if 'no_perturbed_nrm' in material and material['no_perturbed_nrm']:
perturbed_nrm = None
use_python = (gb_tangent is None)
gb_normal = ru.prepare_shading_normal(gb_pos, view_pos, perturbed_nrm, gb_normal, gb_tangent, gb_geometric_normal, two_sided_shading=True, opengl=True, use_python=use_python)
gb_geo_normal_corrected = ru.prepare_shading_normal(gb_pos, view_pos, None, gb_geometric_normal, gb_tangent, gb_geometric_normal, two_sided_shading=True, opengl=True, use_python=use_python)
################################################################################
# Evaluate BSDF
################################################################################
assert 'bsdf' in material or bsdf is not None, "Material must specify a BSDF type"
bsdf = material['bsdf'] if bsdf is None else bsdf
if bsdf == 'pbr':
# do not use pbr
raise NotImplementedError
if isinstance(lgt, light.EnvironmentLight):
shaded_col = lgt.shade(gb_pos, gb_normal, kd, ks, view_pos, specular=True)
else:
assert False, "Invalid light type"
elif bsdf == 'diffuse':
if isinstance(lgt, light.EnvironmentLight):
shaded_col = lgt.shade(gb_pos, gb_geo_normal_corrected, kd, ks, view_pos, specular=False, xfm_lgt=xfm_lgt)
else:
assert False, "Invalid light type"
elif bsdf == 'normal':
shaded_col = (gb_normal + 1.0)*0.5
elif bsdf == 'tangent':
shaded_col = (gb_tangent + 1.0)*0.5
elif bsdf == 'kd':
shaded_col = kd
elif bsdf == 'ks':
shaded_col = ks
else:
assert False, "Invalid BSDF '%s'" % bsdf
nan_mask = torch.isnan(shaded_col)
if nan_mask.any():
raise
if alpha is not None:
nan_mask = torch.isnan(alpha)
if nan_mask.any():
raise
# Return multiple buffers
buffers = {
'shaded' : torch.cat((shaded_col, alpha), dim=-1),
'kd_grad' : torch.cat((kd_grad, alpha), dim=-1),
'occlusion' : torch.cat((ks[..., :1], alpha), dim=-1),
'normal' : torch.cat((gb_normal, alpha), dim=-1),
'depth' : torch.cat(((gb_pos - view_pos).pow(2).sum(dim=-1, keepdim=True).sqrt(), alpha), dim=-1),
'pos' : torch.cat((gb_pos, alpha), dim=-1),
'geo_normal': torch.cat((gb_geo_normal_corrected, alpha), dim=-1),
'geo_viewdir': torch.cat((view_pos - gb_pos, alpha), dim=-1),
'alpha' : alpha
}
return buffers
# ==============================================================================================
# Render a depth slice of the mesh (scene), some limitations:
# - Single mesh
# - Single light
# - Single material
# ==============================================================================================
def render_layer(
rast,
rast_deriv,
mesh,
view_pos,
lgt,
resolution,
spp,
msaa,
bsdf,
xfm_lgt = None,
flat_shading = False
):
full_res = [resolution[0]*spp, resolution[1]*spp]
################################################################################
# Rasterize
################################################################################
# Scale down to shading resolution when MSAA is enabled, otherwise shade at full resolution
if spp > 1 and msaa:
rast_out_s = util.scale_img_nhwc(rast, resolution, mag='nearest', min='nearest')
else:
rast_out_s = rast
################################################################################
# Interpolate attributes
################################################################################
# Interpolate world space position
gb_pos, _ = interpolate(mesh.v_pos[None, ...], rast_out_s, mesh.t_pos_idx.int())
# Compute geometric normals. We need those because of bent normals trick (for bump mapping)
v0 = mesh.v_pos[mesh.t_pos_idx[:, 0], :]
v1 = mesh.v_pos[mesh.t_pos_idx[:, 1], :]
v2 = mesh.v_pos[mesh.t_pos_idx[:, 2], :]
face_normals = util.safe_normalize(torch.cross(v1 - v0, v2 - v0))
face_normal_indices = (torch.arange(0, face_normals.shape[0], dtype=torch.int64, device='cuda')[:, None]).repeat(1, 3)
gb_geometric_normal, _ = interpolate(face_normals[None, ...], rast_out_s, face_normal_indices.int())
if flat_shading:
gb_normal = mesh.f_nrm[rast_out_s[:, :, :, -1].long() - 1] # empty triangle get id=0; the first idx starts from 1
gb_normal[rast_out_s[:, :, :, -1].long() == 0] = 0
else:
assert mesh.v_nrm is not None
gb_normal, _ = interpolate(mesh.v_nrm[None, ...], rast_out_s, mesh.t_nrm_idx.int())
if mesh.v_tng is not None:
gb_tangent, _ = interpolate(mesh.v_tng[None, ...], rast_out_s, mesh.t_tng_idx.int()) # Interpolate tangents
else:
gb_tangent = None
# Do not use texture coordinate in our case
gb_texc, gb_texc_deriv = None, None
################################################################################
# Shade
################################################################################
buffers = shade(gb_pos, gb_geometric_normal, gb_normal, gb_tangent, gb_texc, gb_texc_deriv,
view_pos, lgt, mesh.material, bsdf, xfm_lgt=xfm_lgt)
#### get a mask on mesh (used to identify foreground)
mask_cont, _ = interpolate(torch.ones_like(mesh.v_pos[None, :, :1], device=mesh.v_pos.device), rast_out_s, mesh.t_pos_idx.int())
mask = (mask_cont > 0).float()
buffers['mask'] = mask
buffers['mask_cont'] = mask_cont
################################################################################
# Prepare output
################################################################################
# Scale back up to visibility resolution if using MSAA
if spp > 1 and msaa:
for key in buffers.keys():
if buffers[key] is not None:
buffers[key] = util.scale_img_nhwc(buffers[key], full_res, mag='nearest', min='nearest')
# Return buffers
return buffers
# ==============================================================================================
# Render a depth peeled mesh (scene), some limitations:
# - Single mesh
# - Single light
# - Single material
# ==============================================================================================
def render_mesh(
ctx,
mesh,
mtx_in,
view_pos,
lgt,
resolution,
spp = 1,
num_layers = 1,
msaa = False,
background = None,
bsdf = None,
xfm_lgt = None,
tet_centers = None,
flat_shading = False
):
def prepare_input_vector(x):
x = torch.tensor(x, dtype=torch.float32, device='cuda') if not torch.is_tensor(x) else x
return x[:, None, None, :] if len(x.shape) == 2 else x
def composite_buffer(key, layers, background, antialias):
accum = background
for buffers, rast in layers:
alpha = (rast[..., -1:] > 0).float() * buffers[key][..., -1:]
accum = torch.lerp(accum, torch.cat((buffers[key][..., :-1], torch.ones_like(buffers[key][..., -1:])), dim=-1), alpha)
if antialias:
accum = dr.antialias(accum.contiguous(), rast, v_pos_clip, mesh.t_pos_idx.int())
break ## HACK: the first layer only
return accum
def separate_buffer(key, layers, background, antialias):
accum_list = []
for buffers, rast in layers:
accum = background
alpha = (rast[..., -1:] > 0).float() * buffers[key][..., -1:]
accum = torch.lerp(accum, torch.cat((buffers[key][..., :-1], torch.ones_like(buffers[key][..., -1:])), dim=-1), alpha)
if antialias:
accum = dr.antialias(accum.contiguous(), rast, v_pos_clip, mesh.t_pos_idx.int())
accum_list.append(accum)
return accum_list
assert mesh.t_pos_idx.shape[0] > 0, "Got empty training triangle mesh (unrecoverable discontinuity)"
assert background is None or (background.shape[1] == resolution[0] and background.shape[2] == resolution[1])
full_res = [resolution[0]*spp, resolution[1]*spp]
# Convert numpy arrays to torch tensors
mtx_in = torch.tensor(mtx_in, dtype=torch.float32, device='cuda') if not torch.is_tensor(mtx_in) else mtx_in
view_pos = prepare_input_vector(view_pos)
# clip space transform
v_pos_clip = ru.xfm_points(mesh.v_pos[None, ...], mtx_in)
# Render all layers front-to-back
with dr.DepthPeeler(ctx, v_pos_clip, mesh.t_pos_idx.int(), full_res) as peeler:
rast, db = peeler.rasterize_next_layer()
layers = [(render_layer(rast, db, mesh, view_pos, lgt, resolution, spp, msaa, bsdf, xfm_lgt, flat_shading), rast)]
rast_1st_layer = rast
# with torch.no_grad():
if True:
rast, db = peeler.rasterize_next_layer()
layers2 = [(render_layer(rast, db, mesh, view_pos, lgt, resolution, spp, msaa, bsdf, xfm_lgt, flat_shading), rast)]
# Setup background
if background is not None:
if spp > 1:
background = util.scale_img_nhwc(background, full_res, mag='nearest', min='nearest')
background = torch.cat((background, torch.zeros_like(background[..., 0:1])), dim=-1)
else:
background = torch.zeros(1, full_res[0], full_res[1], 4, dtype=torch.float32, device='cuda')
# Composite layers front-to-back
out_buffers = {}
for key in layers[0][0].keys():
if key == 'shaded':
accum = composite_buffer(key, layers, background, True)
elif (key == 'depth' or key == 'pos') and layers[0][0][key] is not None:
accum = separate_buffer(key, layers, torch.ones_like(layers[0][0][key]) * 20.0, False)
elif ('normal' in key) and layers[0][0][key] is not None:
accum = composite_buffer(key, layers, torch.zeros_like(layers[0][0][key]), True)
elif layers[0][0][key] is not None:
accum = composite_buffer(key, layers, torch.zeros_like(layers[0][0][key]), False)
if (key == 'depth' or key == 'pos') and layers[0][0][key] is not None:
out_buffers[key] = util.avg_pool_nhwc(accum[0], spp) if spp > 1 else accum[0]
else:
# Downscale to framebuffer resolution. Use avg pooling
out_buffers[key] = util.avg_pool_nhwc(accum, spp) if spp > 1 else accum
accum = composite_buffer('shaded', layers, background, True)
out_buffers['shaded_second'] = util.avg_pool_nhwc(accum, spp) if spp > 1 else accum
accum = separate_buffer('depth', layers2, -1 * torch.ones_like(layers2[0][0]['depth']), False)
out_buffers['depth_second'] = util.avg_pool_nhwc(accum[0], spp) if spp > 1 else accum[0]
accum = separate_buffer('normal', layers2, torch.zeros_like(layers2[0][0]['normal']), False)
out_buffers['normal_second'] = util.avg_pool_nhwc(accum[0], spp) if spp > 1 else accum[0]
rast_triangle_id = rast_1st_layer[:, :, :, -1].unique()
if rast_triangle_id[0] == 0:
if rast_triangle_id.size(0) > 1:
rast_triangle_id = rast_triangle_id[1:] - 1 ## since by the convention of the rasterizer, 0 = empty
else:
rast_triangle_id = None
out_buffers['rast_triangle_id'] = rast_triangle_id
out_buffers['rast_depth'] = rast_1st_layer[:, :, :, -2] # z-buffer
if tet_centers is not None:
with torch.no_grad():
v_pos_clip = v_pos_clip[0]
assert full_res[0] == full_res[1]
homo_transformed_tet_centers = ru.xfm_points(tet_centers[None, ...], mtx_in)
transformed_tet_centers = homo_transformed_tet_centers[0, :, :3] / homo_transformed_tet_centers[0, :, 3:4]
int_transformed_tet_centers = torch.round((transformed_tet_centers / 2.0 + 0.5) * (full_res[0] - 1)).long() # from the clip space (i.e., [-1, 1]^3) to the nearest integer coordinates in the canvas
### transpose THE "image"
tmp_int_transformed_tet_centers = int_transformed_tet_centers.clone()
int_transformed_tet_centers[:, 0] = tmp_int_transformed_tet_centers[:, 1]
int_transformed_tet_centers[:, 1] = tmp_int_transformed_tet_centers[:, 0]
valid_tet_centers = ((torch.logical_and((int_transformed_tet_centers <= full_res[0] - 1), int_transformed_tet_centers >= 0).float()).prod(dim=-1) == 1) # those tet centers in/on the edge of the clip space
valid_int_transformed_tet_centers = int_transformed_tet_centers[valid_tet_centers]
tet_center_dirs = (tet_centers - view_pos.view(1, 3))
tet_center_depths = tet_center_dirs.pow(2).sum(-1).sqrt()
### Finding occluded tetrahedra
valid_transformed_tet_center_depths = transformed_tet_centers[valid_tet_centers][:, -1] # get the depth in the clip space
valid_tet_ids = torch.arange(tet_centers.size(0)).to(valid_tet_centers.device)[valid_tet_centers]
corrected_rast_depth = out_buffers['rast_depth'].clone().detach()
corrected_rast_depth[rast_1st_layer[:, :, :, -1] == 0] = 100 # for all pixels without any rasterized mesh, just set the depth to a large enough value
'''
Hacky way of finding most of the non-occluded tetrahedra (except for already rasterized ones):
For each pixel, find the min depth in a small neighborhood.
If the center of a tetrahedron (coinciding with this pixel when rasterized) is smaller than this min depth,
this tetrahedron is certainly non-occluded.
Doing this because exact per-pixel comparison for triangular meshes can be costly,
plus we do not need to perfectly finding all visible tetrahedra.
'''
depth_search_range = 7 ### change this value for different resolution in rasterization
corrected_rast_depth = -torch.nn.functional.max_pool2d(
-corrected_rast_depth,
kernel_size=2*depth_search_range+1,
stride=1,
padding=depth_search_range)
valid_reference_depth = corrected_rast_depth[0, valid_int_transformed_tet_centers[:, 0], valid_int_transformed_tet_centers[:, 1]]
depth_filter = valid_reference_depth >= valid_transformed_tet_center_depths
empty_2d_mask = (rast_1st_layer[:, :, :, -1] == 0)
empty_2d_mask = (-torch.nn.functional.max_pool2d(
-empty_2d_mask.float(),
kernel_size=2*depth_search_range+1,
stride=1,
padding=depth_search_range)).bool() ### similar philosophy for using a neighborhood
empty_filter = empty_2d_mask[0, valid_int_transformed_tet_centers[:, 0], valid_int_transformed_tet_centers[:, 1]]
## visible tets are either determined by depth test or emptyness test
out_buffers['visible_tet_id'] = valid_tet_ids[torch.logical_or(empty_filter, depth_filter)]
return out_buffers
# ==============================================================================================
# Render UVs
# ==============================================================================================
def render_uv(ctx, mesh, resolution, mlp_texture):
# clip space transform
uv_clip = mesh.v_tex[None, ...]*2.0 - 1.0
# pad to four component coordinate
uv_clip4 = torch.cat((uv_clip, torch.zeros_like(uv_clip[...,0:1]), torch.ones_like(uv_clip[...,0:1])), dim = -1)
# rasterize
rast, _ = dr.rasterize(ctx, uv_clip4, mesh.t_tex_idx.int(), resolution)
# Interpolate world space position
gb_pos, _ = interpolate(mesh.v_pos[None, ...], rast, mesh.t_pos_idx.int())
# Sample out textures from MLP
all_tex = mlp_texture.sample(gb_pos)
assert all_tex.shape[-1] == 9 or all_tex.shape[-1] == 10, "Combined kd_ks_normal must be 9 or 10 channels"
perturbed_nrm = all_tex[..., -3:]
return (rast[..., -1:] > 0).float(), all_tex[..., :-6], all_tex[..., -6:-3], util.safe_normalize(perturbed_nrm)
# ==============================================================================================
# Render UVs
# ==============================================================================================
def render_uv_nrm(ctx, mesh, resolution, mlp_texture):
# clip space transform
uv_clip = mesh.v_tex[None, ...]*2.0 - 1.0
# pad to four component coordinate
uv_clip4 = torch.cat((uv_clip, torch.zeros_like(uv_clip[...,0:1]), torch.ones_like(uv_clip[...,0:1])), dim = -1)
# rasterize
rast, _ = dr.rasterize(ctx, uv_clip4, mesh.t_tex_idx.int(), resolution)
# Interpolate world space position
gb_pos, _ = interpolate(mesh.v_pos[None, ...], rast, mesh.t_pos_idx.int())
# Sample out textures from MLP
all_tex = mlp_texture.sample(gb_pos)
perturbed_nrm = all_tex[..., -3:]
return (rast[..., -1:] > 0).float(), util.safe_normalize(perturbed_nrm)