File size: 13,763 Bytes
bd95c9c | 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 | # SPDX-FileCopyrightText: Copyright (c) 2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
import os
import sys
import types
from typing import Optional, Tuple
import numpy as np
def default_pyopengl_platform() -> str:
"""Default PyOpenGL platform: empty string on Windows (use system OpenGL), 'egl' on Linux (headless)."""
return "" if sys.platform == "win32" else "egl"
def _ensure_headless_pyrender() -> None:
"""Mock pyrender.viewer so pyrender can be imported without pyglet/X11 (headless/EGL only)."""
if "pyrender.viewer" in sys.modules:
return
viewer_mod = types.ModuleType("pyrender.viewer")
viewer_mod.Viewer = type("Viewer", (), {}) # dummy so "from .viewer import Viewer" succeeds
sys.modules["pyrender.viewer"] = viewer_mod
def set_pyopengl_platform(platform: Optional[str]) -> None:
if platform:
os.environ.setdefault("PYOPENGL_PLATFORM", platform)
def look_at(eye: np.ndarray, target: np.ndarray, up: np.ndarray) -> np.ndarray:
eye = np.asarray(eye, dtype=np.float32)
target = np.asarray(target, dtype=np.float32)
up = np.asarray(up, dtype=np.float32)
z_axis = eye - target
z_norm = np.linalg.norm(z_axis)
if z_norm < 1e-6:
z_axis = np.array([0.0, 0.0, 1.0], dtype=np.float32)
z_norm = 1.0
z_axis /= z_norm
up = up / (np.linalg.norm(up) + 1e-8)
x_axis = np.cross(up, z_axis)
x_norm = np.linalg.norm(x_axis)
if x_norm < 1e-6:
# Fallback if up is parallel to view direction.
up = np.array([0.0, 1.0, 0.0], dtype=np.float32)
if abs(np.dot(up, z_axis)) > 0.9:
up = np.array([1.0, 0.0, 0.0], dtype=np.float32)
x_axis = np.cross(up, z_axis)
x_norm = np.linalg.norm(x_axis)
x_axis /= x_norm + 1e-8
y_axis = np.cross(z_axis, x_axis)
T = np.eye(4, dtype=np.float32)
T[:3, 0] = x_axis
T[:3, 1] = y_axis
T[:3, 2] = z_axis
T[:3, 3] = eye
return T
def compute_camera_pose(vertices: np.ndarray, cam_dist_scale: float = 2.5) -> np.ndarray:
verts = np.asarray(vertices, dtype=np.float32)
if not np.all(np.isfinite(verts)):
raise ValueError("Vertices contain NaN or inf; cannot compute camera pose.")
vmin = verts.min(axis=0)
vmax = verts.max(axis=0)
center = (vmin + vmax) * 0.5
extent = np.linalg.norm(vmax - vmin) + 1e-6
eye = center + np.array([0.0, 0.0, max(extent * cam_dist_scale, 1.0)], dtype=np.float32)
up = np.array([0.0, 1.0, 0.0], dtype=np.float32)
return look_at(eye, center, up)
def _compute_vertex_normals(positions: np.ndarray, faces: np.ndarray) -> np.ndarray:
"""Area-weighted smooth vertex normals (pure numpy, no trimesh dependency)."""
v0 = positions[faces[:, 0]]
v1 = positions[faces[:, 1]]
v2 = positions[faces[:, 2]]
face_normals = np.cross(v1 - v0, v2 - v0)
vertex_normals = np.zeros_like(positions)
np.add.at(vertex_normals, faces[:, 0], face_normals)
np.add.at(vertex_normals, faces[:, 1], face_normals)
np.add.at(vertex_normals, faces[:, 2], face_normals)
norms = np.linalg.norm(vertex_normals, axis=1, keepdims=True)
vertex_normals /= np.maximum(norms, 1e-8)
return vertex_normals
class MeshRenderer:
def __init__(
self,
image_size: int = 512,
bg_color: Tuple[float, float, float, float] = (1.0, 1.0, 1.0, 1.0),
focal_length: float = 4000.0,
light_intensity: float = 3.0,
):
_ensure_headless_pyrender()
import pyrender
self.pyrender = pyrender
self.image_size = image_size
self.renderer = pyrender.OffscreenRenderer(
viewport_width=image_size, viewport_height=image_size
)
self.scene = pyrender.Scene(bg_color=bg_color, ambient_light=(0.05, 0.05, 0.05))
self.camera = pyrender.IntrinsicsCamera(
fx=focal_length, fy=focal_length, cx=image_size / 2, cy=image_size / 2
)
self.camera_node = self.scene.add(self.camera, pose=np.eye(4))
self.light = pyrender.DirectionalLight(color=[1.0, 1.0, 1.0], intensity=light_intensity)
self.light_node = self.scene.add(self.light, pose=np.eye(4))
self.mesh_node = None
self._cached_faces = None
self._cached_material = None
self._cached_vertex_colors = None
def setup_mesh(
self,
faces: np.ndarray,
mesh_color: Tuple[float, float, float, float] = (0.69, 0.39, 0.96, 1.0),
cam_pose: Optional[np.ndarray] = None,
light_dir: Optional[np.ndarray] = None,
metallic: float = 0.0,
roughness: float = 0.5,
base_color_factor: Tuple[float, float, float, float] = (1.0, 1.0, 1.0, 1.0),
):
"""Pre-compute scene state that stays constant across a frame sequence.
Call once before a render_frame() loop. Camera pose, light pose,
face topology, material, and vertex colours are set here and reused
for every subsequent render_frame() call.
"""
if cam_pose is not None:
self.scene.set_pose(self.camera_node, pose=cam_pose)
if light_dir is not None:
light_pose = look_at(np.zeros(3), light_dir, np.array([0.0, 1.0, 0.0]))
self.scene.set_pose(self.light_node, pose=light_pose)
elif cam_pose is not None:
self.scene.set_pose(self.light_node, pose=cam_pose)
self._cached_faces = np.asarray(faces, dtype=np.int32)
if len(mesh_color) == 3:
mesh_color = (*mesh_color, 1.0)
self._cached_mesh_color = np.array(mesh_color, dtype=np.float32)
self._cached_material = self.pyrender.MetallicRoughnessMaterial(
metallicFactor=metallic,
roughnessFactor=roughness,
baseColorFactor=base_color_factor,
doubleSided=True,
)
self._cached_vertex_colors = None
def render_frame(self, vertices: np.ndarray) -> np.ndarray:
"""Fast render path — only vertex positions change.
Reuses the faces / material / colours / camera set by setup_mesh().
Builds a pyrender Primitive directly (skips trimesh object creation
and Mesh.from_trimesh overhead).
"""
verts = np.asarray(vertices, dtype=np.float32)
if self._cached_vertex_colors is None or self._cached_vertex_colors.shape[0] != len(verts):
self._cached_vertex_colors = np.tile(self._cached_mesh_color, (len(verts), 1))
normals = _compute_vertex_normals(verts, self._cached_faces)
primitive = self.pyrender.Primitive(
positions=verts,
normals=normals,
indices=self._cached_faces,
color_0=self._cached_vertex_colors,
material=self._cached_material,
mode=4, # TRIANGLES
)
mesh = self.pyrender.Mesh(primitives=[primitive])
if self.mesh_node is not None:
self.scene.remove_node(self.mesh_node)
self.mesh_node = self.scene.add(mesh)
color, _ = self.renderer.render(self.scene)
return color
def render(
self,
vertices: np.ndarray,
faces: np.ndarray,
mesh_color: Tuple[float, float, float, float] = (0.69, 0.39, 0.96, 1.0),
cam_pose: Optional[np.ndarray] = None,
light_dir: Optional[np.ndarray] = None,
metallic: float = 0.0,
roughness: float = 0.5,
base_color_factor: Tuple[float, float, float, float] = (1.0, 1.0, 1.0, 1.0),
) -> np.ndarray:
import trimesh
# Update Camera Pose
if cam_pose is None:
cam_pose = compute_camera_pose(vertices)
self.scene.set_pose(self.camera_node, pose=cam_pose)
# Update Light Pose
if light_dir is not None:
light_pose = look_at(np.zeros(3), light_dir, np.array([0.0, 1.0, 0.0]))
self.scene.set_pose(self.light_node, pose=light_pose)
else:
self.scene.set_pose(self.light_node, pose=cam_pose)
# Update Mesh
if self.mesh_node is not None:
self.scene.remove_node(self.mesh_node)
if len(mesh_color) == 3:
mesh_color = (*mesh_color, 1.0)
# Create Trimesh
verts = np.asarray(vertices, dtype=np.float32)
faces = np.asarray(faces, dtype=np.int32)
vertex_colors = np.tile(mesh_color, (len(verts), 1))
tmesh = trimesh.Trimesh(vertices=verts, faces=faces, process=False)
tmesh.visual.vertex_colors = vertex_colors
# Create Pyrender Mesh
mesh = self.pyrender.Mesh.from_trimesh(tmesh, smooth=True)
# Apply custom material properties
material = self.pyrender.MetallicRoughnessMaterial(
metallicFactor=metallic,
roughnessFactor=roughness,
baseColorFactor=base_color_factor,
doubleSided=True,
)
for prim in mesh.primitives:
prim.material = material
self.mesh_node = self.scene.add(mesh)
# Render
color, _ = self.renderer.render(self.scene)
return color
def delete(self):
self.renderer.delete()
def render_mesh(
vertices: np.ndarray,
faces: np.ndarray,
image_size: int = 512,
bg_color: Tuple[float, float, float, float] = (1.0, 1.0, 1.0, 1.0),
mesh_color: Tuple[float, float, float, float] = (0.69, 0.39, 0.96, 1.0),
focal_length: float = 4000.0,
light_intensity: float = 3.0,
cam_pose=None,
light_dir: Optional[np.ndarray] = None,
) -> np.ndarray:
"""
Legacy function for backward compatibility.
WARNING: This is inefficient for loops as it creates/destroys the renderer every time.
Use MeshRenderer class instead.
"""
renderer = MeshRenderer(
image_size=image_size,
bg_color=bg_color,
focal_length=focal_length,
light_intensity=light_intensity,
)
color = renderer.render(
vertices, faces, mesh_color=mesh_color, cam_pose=cam_pose, light_dir=light_dir
)
renderer.delete()
return color
def render_comparison_video(
out_path: str,
verts_source: np.ndarray,
faces_source: np.ndarray,
verts_soma: np.ndarray,
faces_soma: np.ndarray,
*,
color_source: Tuple[float, float, float, float] = (0.98, 0.65, 0.15, 1.0),
color_soma: Tuple[float, float, float, float] = (0.55, 0.15, 0.85, 1.0),
cam_pose: Optional[np.ndarray] = None,
light_dir: Optional[np.ndarray] = None,
image_size: int = 1024,
fps: int = 30,
center: bool = False,
cam_dist_scale: float = 2.5,
label_source: str = "Source",
label_soma: str = "SOMA",
) -> None:
"""Render a blended comparison video of source vs SOMA meshes.
Uses the fast setup_mesh() + render_frame() path with a streaming
video writer (no frame accumulation in memory).
Args:
out_path: Output video file path (e.g. 'out/comparison.mp4').
verts_source: (N, V_src, 3) source model vertices.
verts_soma: (N, V_soma, 3) SOMA reconstruction vertices.
faces_source: (F_src, 3) source face indices.
faces_soma: (F_soma, 3) SOMA face indices.
color_source: RGBA colour for source mesh.
color_soma: RGBA colour for SOMA mesh.
cam_pose: 4x4 camera pose. Auto-computed from first frame if None.
light_dir: Light direction vector. Defaults to (0, -0.5, -1).
image_size: Render resolution (square).
fps: Video frame rate.
center: Subtract per-frame centroid from both meshes so the
character stays centered. Useful for motions with large
global translations (e.g. SAM 3D Body).
label_source: Name for source mesh (for print message).
label_soma: Name for SOMA mesh (for print message).
"""
import imageio.v2 as imageio
from tqdm import tqdm
N = len(verts_source)
faces_source = np.asarray(faces_source, dtype=np.int32)
faces_soma = np.asarray(faces_soma, dtype=np.int32)
if center:
# Per-frame centroid from source mesh; apply to both so overlay stays aligned
centroids = verts_source.mean(axis=1, keepdims=True) # (N, 1, 3)
verts_source = verts_source - centroids
verts_soma = verts_soma - centroids
if cam_pose is None:
cam_pose = compute_camera_pose(verts_source[0], cam_dist_scale=cam_dist_scale)
if light_dir is None:
light_dir = np.array([0.0, -0.5, -1.0])
render_kwargs = dict(
cam_pose=cam_pose,
light_dir=light_dir,
metallic=0.0,
roughness=0.5,
base_color_factor=[0.9, 0.9, 0.9, 1.0],
)
renderer = MeshRenderer(image_size=image_size, light_intensity=5)
os.makedirs(os.path.dirname(out_path) or ".", exist_ok=True)
writer = imageio.get_writer(out_path, fps=fps)
for t in tqdm(range(N), desc="Rendering"):
renderer.setup_mesh(faces=faces_source, mesh_color=color_source, **render_kwargs)
img_source = renderer.render_frame(verts_source[t])
renderer.setup_mesh(faces=faces_soma, mesh_color=color_soma, **render_kwargs)
img_soma = renderer.render_frame(verts_soma[t])
img_combined = (0.5 * img_source + 0.5 * img_soma).astype(np.uint8)
writer.append_data(img_combined[..., ::-1])
writer.close()
renderer.delete()
print(f"\nSaved: {out_path} ({label_source}=orange, {label_soma}=purple)")
def save_image(path: str, image: np.ndarray) -> None:
try:
import imageio.v2 as imageio
except Exception as exc:
raise RuntimeError(
"imageio is required to save images. Install with `pip install imageio`."
) from exc
imageio.imwrite(path, image)
|