import os import sys sys.path.append(os.path.dirname(os.path.abspath(__file__)) + '/..') os.environ["CUDA_DEVICE_ORDER"]="PCI_BUS_ID" os.environ["CUDA_VISIBLE_DEVICES"] = '0' # os.environ["CUDA_LAUNCH_BLOCKING"] = '1' import torch from torch.nn import Module import numpy as np from superSMPL.smpl_torch import SMPL import trimesh import plotly.express as ex import plotly.graph_objects as go from data_utils import intrinsic, extrinsic, get_camera from pytorch3d.renderer import ( RasterizationSettings, MeshRenderer, MeshRasterizer, SoftPhongShader, TexturesVertex, HardPhongShader, AmbientLights ) from pytorch3d.structures import Meshes class PoseRenderer(Module): def __init__(self, device='cuda') -> None: super().__init__() colors = np.load('custom_data/pose_colors.npy') self.textures = TexturesVertex(verts_features=torch.from_numpy(colors).to(device)[None, :, :]) self.cam = torch.tensor([5.0, 0.0, 0.0], device=device).cpu().numpy() def forward(self, verts: torch.Tensor, faces: torch.Tensor): cameras, K = get_camera(self.cam, [480, 640], verts.get_device()) raster_settings = RasterizationSettings( image_size=(480, 640), blur_radius=0.0, faces_per_pixel=1, bin_size=0 ) renderer = MeshRenderer( rasterizer=MeshRasterizer(cameras=cameras, raster_settings=raster_settings), shader=HardPhongShader(device=verts.device, cameras=cameras, lights=AmbientLights(device=verts.device)) ) output = renderer(Meshes(verts[None,:,:], faces[None,:,:], textures=self.textures)) return output if __name__ == '__main__': smpl = SMPL(path='superSMPL', device='cuda') pose = torch.zeros((1,72), device='cuda') # generate random pose pose[:,3:] = torch.randn((1,69), device='cuda') * 0.1 body, _ = smpl(pose, torch.zeros((1,11), device='cuda'), remove=False) colors = np.zeros((body.shape[1], 3)) renderer = PoseRenderer() body_to_render = body[0] # swap the y,z axes of the body_to_render body_to_render = body_to_render[:,[0,2,1]] # and rotate it 90 degress along the z axis body_to_render = torch.matmul(torch.tensor([[0,1,0],[-1,0,0],[0,0,1]], dtype=torch.float32, device='cuda'), body_to_render.T).T out = renderer(body_to_render, torch.from_numpy(smpl.f_all).to(body.get_device())) ex.imshow(out[0,:,:,:3].cpu().numpy()).show() body = body.cpu().numpy()[0] faces = smpl.f_all # define a gradinet color cube for the body that goes from green to red based on the coordinates of the vertices and not their indices # colors = np.zeros((body.shape[0], 3)) # colors[:,0] = (body[:,0] - np.min(body[:,0])) / (np.max(body[:,0]) - np.min(body[:,0])) # colors[:,1] = (body[:,1] - np.min(body[:,1])) / (np.max(body[:,1]) - np.min(body[:,1])) # colors[:,2] = (body[:,2] - np.min(body[:,2])) / (np.max(body[:,2]) - np.min(body[:,2])) # fig = go.Figure(data=[go.Mesh3d(x=body[:,0], y=body[:,2], z=body[:,1], i=faces[:,0], j=faces[:,1], k=faces[:,2], vertexcolor=colors)]) # fig.update_layout(scene=dict(xaxis=dict(range=[-1,1]), yaxis=dict(range=[-1,1]), zaxis=dict(range=[-1,1]))) # fig.show() # np.save('custom_data/pose_colors.npy', colors.astype(np.float32)) # same as a scatter plot # fig = go.Figure(data=[go.Scatter3d(x=body[:,0], y=body[:,2], z=body[:,1], mode='markers', marker=dict(size=2, color=colors, opacity=0.8))]) # fig.update_layout(scene=dict(xaxis=dict(range=[-1,1]), yaxis=dict(range=[-1,1]), zaxis=dict(range=[-1,1]))) # fig.show() pass