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sim_render_conterfacual.py
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import sys
sys.path.insert(0, '/kubric')
import logging
logging.basicConfig(level=logging.ERROR)
import argparse
import os
import json
import math
import pyquaternion
import kubric as kb
from kubric.simulator import PyBullet
from kubric.renderer import Blender
import numpy as np
from pathlib import Path
import bpy
from time import time
os.environ["KUBRIC_USE_GPU"] = "1"
with open("assets/all_objects_name.json") as f:
All_objects_name = json.load(f)
no_smooth_cate = ['double']
def config():
parser = kb.ArgumentParser()
parser.set_defaults(
frame_end = 120,
resolution=(1280, 960),
frame_rate=60
)
parser.add_argument("--kubasic_assets", type=str,
default="gs://kubric-public/assets/KuBasic/KuBasic.json")
parser.add_argument("--hdri_assets", type=str,
default="gs://kubric-public/assets/HDRI_haven/HDRI_haven.json")
parser.add_argument("--gso_assets", type=str,
default="gs://kubric-public/assets/GSO/GSO.json")
parser.add_argument("--properties_cgpart", type=str,
default="assets/properties_cgpart.json")
# scene parameters
parser.add_argument("--background", choices=["colored", "hdri"], default="hdri")
parser.add_argument("--num_obj_min", type=int, default=4)
parser.add_argument("--num_obj_max", type=int, default=6)
parser.add_argument("--scene_size", type=int, default=4)
# parser.add_argument("--floor_friction", type=float, default=0.0)
parser.add_argument("--obj_friction", type=float, default=0.2)
parser.add_argument("--floor_friction", type=float, default=0.4)
parser.add_argument("--floor_restitution", type=float, default=0.5)
parser.add_argument('--camera', type=str)
# frames parameters
# io
parser.add_argument('--iteration', type=int, default=100)
parser.add_argument('--data_dir', type=str)
# parser.add_argument('--job_dir', type=str, default="output")
# parser.add_argument('--scratch_dir', type=str, default="tmp")
# debug
parser.add_argument('--height', type=str, choices=["realistic", "random"], default='realistic')
parser.add_argument('--skip_segmentation', action='store_true')
parser.add_argument('--debug', action='store_true')
parser.add_argument('--load_scene', default="")
args = parser.parse_args()
if args.properties_cgpart:
with open(args.properties_cgpart, "r") as f:
args.properties_cgpart = json.load(f)
return args
def setup_camera(scene, rng, args, load_camera_from_scene=None):
scene.camera = kb.PerspectiveCamera(focal_length=35., sensor_width=32)
if args.camera == "fixed": # Specific position + jitter
look_at = [0, 0, 1.3] + rng.rand(3)
location = [8.0, -7.0, 3.2]
scene.camera.position = location
scene.camera.look_at(look_at)
elif args.camera == "random": # Random position in half-sphere-shell
scene.camera.position = kb.sample_point_in_half_sphere_shell(
inner_radius=7., outer_radius=9., offset=0.1
)
look_at = [0, 0, 1.3] + rng.rand(3)
scene.camera.look_at(look_at)
elif args.camera == "god": # Random position + jitter
# scene.camera.position = [0, 0, 80] + rng.rand(3)
scene.camera.position = [7.48113, -6.50764,70.34367]
scene.camera.look_at((-50, 50, 0))
if load_camera_from_scene:
# replace with the loaded scene
camera_info = load_camera_from_scene["camera"]
location = camera_info['location']
scene.camera.position = location
if 'look_at' in camera_info:
look_at = camera_info['look_at']
else:
look_at = [0, 0, 1.3]
scene.camera.look_at(look_at)
camera_info = kb.get_camera_info(scene.camera)
camera_info['location'] = scene.camera.position
camera_info['look_at'] = look_at
return scene, camera_info
def add_walls(scene, renderer, background_hdri):
# Define dimensions of the wall
wall_width = 30
wall_height = 10
wall_depth = 0.1
# Create a wall object
# wall = kb.Cube(scale=(wall_width, wall_height, wall_depth), \
# position = (0, 0, -wall_depth/2))
wall_material = kb.PrincipledBSDFMaterial(roughness=1., specular=0.)
wall_material.color = kb.Color.from_name("gray")
left_wall = kb.Cube(scale=(wall_depth, wall_width, wall_height), \
position = (-wall_width // 2, 0, wall_height/2), static=True, background=True,
material=wall_material)
right_wall = kb.Cube(scale=(wall_width, wall_depth, wall_height), \
position = (0, wall_width // 2, wall_height/2), static=True, background=True,
material=wall_material)
# Add the wall to the scene
scene += left_wall
scene += right_wall
return scene
def realistic_sizes(obj_name, sub_name):
if obj_name == 'aeroplane':
size = 3.2 if sub_name == 'fighter' else 3.4
elif obj_name == 'bicycle':
size = 1.5
elif obj_name == 'car':
size = 2.2
elif obj_name == 'motorbike':
size = 1.5
elif obj_name == 'bus':
size = 2.8 if sub_name == 'regular' else 3.2
else:
raise ValueError(f'Object name {obj_name} not found')
return "realistic", size
def add_light(scene, rng, args, illumination=(0.05, 0.05, 0.05)):
scene += kb.assets.utils.get_clevr_lights(rng=rng)
r, g, b = illumination
scene.ambient_illumination = kb.Color(r, g, b)
return scene
def add_floor(scene, kubasic, renderer, background_hdri, hdri_id, args, load_scene=None):
floor_material = kb.PrincipledBSDFMaterial(roughness=1., specular=0.)
if args.background == "colored":
floor_material.color = kb.random_hue_color()
scene.metadata["background"] = floor_material.color.hexstr
floor = kubasic.create("dome", name="floor", material=floor_material,
# scale=2.0,
scale=0.3,
friction=args.floor_friction,
restitution=args.floor_restitution,
static=True, background=True, position = (0, 0, 0))
scene += floor
if args.background == "hdri":
scene.metadata["background"] = "hdri"
scene.metadata["background_hdri_id"] = hdri_id
set_texture(renderer, floor, background_hdri.filename)
return scene
def set_texture(renderer, my_object, texture_path):
my_object_blender = my_object.linked_objects[renderer]
texture_node = my_object_blender.data.materials[0].node_tree.nodes
links = my_object_blender.data.materials[0].node_tree.links
image_texture_node = texture_node.new(type='ShaderNodeTexImage')
image_texture_node.image = bpy.data.images.load(texture_path)
principled_bsdf_node = texture_node.get("Principled BSDF")
link = links.new(image_texture_node.outputs['Color'], principled_bsdf_node.inputs['Base Color'])
def add_obstacles(scene, renderer, rng, gso, args, N = 3):
for i in range(N):
# obstracle = gso.create(asset_id=rng.choice(active_split)) # 2_of_Jenga_Classic_Game
obstracle = gso.create(asset_id="2_of_Jenga_Classic_Game") #
assert isinstance(obstracle, kb.FileBasedObject)
scale = 3.0
obstracle.scale = scale / np.max(obstracle.bounds[1] - obstracle.bounds[0])
obstracle.metadata["scale"] = scale
obstracle.static = True
position = args.scene_size * rng.uniform(-0.8, 0.8, 3)
position[2] = obstracle.position[2]
obstracle.position = position
scene += obstracle
return scene
def add_objects(args, rng, scene, source_path, simulator, load_scene=None):
if load_scene:
return load_objects(args, rng, scene, source_path, simulator, load_scene)
else:
return add_random_objects(args, rng, scene, source_path, simulator)
def add_random_objects(args, rng, scene, source_path, simulator):
objects = []
# obj_lib = [f for f in os.listdir(args.data_dir + '/urdf') if f.endswith('.obj')]
# obj_lib = [f for f in os.listdir(args.data_dir + '/urdf') if f.endswith('.obj')]
obj_lib = [f + '.obj' for f in All_objects_name]
num_objs = rng.randint(args.num_obj_min, args.num_obj_max)
print('adding', num_objs, 'objects.')
for i in range(num_objs):
# Assign object's type (or name):
static = bool(rng.choice([True, False, False]))
if i == 0:
obj_name = os.path.splitext(rng.choice([p for p in obj_lib if 'aeroplane' in p]))[0]
static = False
elif i == 1:
obj_name = os.path.splitext(rng.choice([p for p in obj_lib if 'aeroplane' not in p]))[0]
static = False
elif i == 2:
obj_name = os.path.splitext(rng.choice([p for p in obj_lib if 'utility' not in p]))[0]
static = True
else:
obj_name = os.path.splitext(rng.choice(obj_lib))[0]
cls_name, instance_name = obj_name.split('_')
# Assign object's size:
# The default way is following the realistic size: aeroplane > bus > car > motorbike = bicycle
if args.height == 'realistic':
size_label, size = realistic_sizes(obj_name.split('_')[0], obj_name.split('_')[1])
else:
size_label, size = kb.randomness.sample_sizes("super_clevr", rng)
color_label, random_color = kb.randomness.sample_color("super_clevr", rng)
print(f"Create object: {cls_name} / {instance_name} / {color_label}")
obj = kb.FileBasedObject(asset_id=obj_name,
render_filename= f"{args.data_dir}/CGParts_colored/{cls_name}/{instance_name}/{color_label}/object.obj",
simulation_filename=args.data_dir+'/urdf/'+obj_name+'.urdf',
scale=size,
need_auto_smooth=instance_name not in no_smooth_cate
)
obj.friction = args.obj_friction
obj.restitution = 0.5
# obj.mass *= 2.7 * size ** 3
obj.mass *= 2.7
# Random position
if i == 0:
static = False
position = np.zeros(3, dtype=float)
if not static:
beta_samples = rng.beta(0.5, 0.5, 2)
beta_samples = 2 * beta_samples - 1
position[0], position[1] = args.scene_size * beta_samples
if args.debug:
position = np.array([-4, 0, 0], dtype=float)
else:
position[0], position[1] = args.scene_size * rng.uniform(-0.6, 0.6, 2)
# Realistic height: only plane can be in the sky for initial position
if args.height == 'fixed':
position[2] = 1.0
elif args.height == 'random':
position[2] = args.scene_size * rng.uniform(-1, 1, 1)[0]
elif args.height == 'realistic':
if 'plane' in obj_name and not static:
position[2] = args.scene_size * rng.uniform(0.4, 0.9, 1)[0]
else:
position[2] = 0
# adjust the height of the object
sub_obj_name = obj_name.split('_')[1]
info_z = args.properties_cgpart['info_z'][sub_obj_name]
position[2] -= (info_z * size)
# import pdb; pdb.set_trace()
else:
raise ValueError(f'Height option {args.height} not found')
obj.position = position
# Random poses:
# Only randomize the rotation around the z-axis,
# return `rand_degree`
# obj_quaternion, rand_degree = random_rotate_quaternion(args, rng, obj_name)
obj_quaternion, rand_degree = facing_center_quaternion(args, rng, obj_name, position)
obj.quaternion = obj_quaternion
# Random velocity:
# In the setting, the velocity is will be affected by: 1. fricion, 2. collision, 3. gravity.
# 4. Add the engine force
# speed = rng.choice([2, 5, 10]) # slow, medium, fast
# Random speed: 0, 1, 3; static, slow, fast
# For slow car, it won't accelerate above 5 m /s
# For fast car, it won't accelerate to 10 m/s
# speed = rng.choice([1, 3]) if not static else 0
speed = rng.choice([3, 6]) if not static else 0
rand_radians = np.radians(rand_degree)
obj.velocity = np.array([math.cos(rand_radians), math.sin(rand_radians), 0.0]) * speed
if args.debug:
obj.velocity = np.array([0, 0, 0], dtype=float)
floated = False
if 'plane' in obj_name:
floated = bool(rng.choice([True, False]))
if speed == 0:
floated = False
# engine_on = True if floated else bool(rng.choice([True, False]))
engine_on = bool(rng.choice([True, False]))
scene += obj
move_until_no_overlap(scene, obj, simulator, rng)
obj.metadata = {
# appearance properties
"id": i,
"name": obj_name.lower(),
"color": color_label,
"size": size,
# physics properties
"mass": obj.mass,
"engine_on": engine_on,
"floated": floated,
# first frame properties
"init_position": obj.position,
"init_speed": speed,
"rand_degree": rand_degree,
"init_quaternion": obj.quaternion,
}
return objects
def load_objects(args, rng, scene, source_path, simulator, load_scene=None):
objects = []
load_objects = load_scene['instances']
# load_objects = sorted(load_objects, key=lambda x: x['id'])
for i, load_obj in enumerate(load_objects):
# Assign object's type (or name):
obj_name = load_obj['asset_id']
cls_name, instance_name = obj_name.split('_')
size = load_obj['size']
color_label = load_obj['color']
print(f"Create object: {cls_name} / {instance_name} / {color_label}")
obj = kb.FileBasedObject(asset_id=obj_name,
render_filename= f"{args.data_dir}/CGParts_colored/{cls_name}/{instance_name}/{color_label}/object.obj",
simulation_filename=args.data_dir+'/urdf/'+obj_name+'.urdf',
scale=size,
need_auto_smooth=instance_name not in no_smooth_cate
)
obj.friction = load_obj['friction']
obj.restitution = load_obj['restitution']
obj.mass = load_obj['mass']
# Random position
obj.position = load_obj['init_position']
rand_degree = load_obj['rand_degree']
obj.quaternion = load_obj['init_quaternion']
# Random velocity:
speed = load_obj['init_speed']
rand_radians = np.radians(rand_degree)
obj.velocity = np.array([math.cos(rand_radians), math.sin(rand_radians), 0.0]) * speed
floated = load_obj['floated']
engine_on = load_obj['engine_on']
scene += obj
obj.metadata = {
# appearance properties
"id": i,
"name": obj_name.lower(),
"color": color_label,
"size": size,
# physics properties
"mass": obj.mass,
"friction": obj.friction,
"restitution": obj.restitution,
"engine_on": engine_on,
"floated": floated,
# first frame properties
"init_position": obj.position,
"init_speed": speed,
"rand_degree": rand_degree,
"init_quaternion": obj.quaternion,
}
objects.append(obj)
return objects
def move_until_no_overlap(scene, obj, simulator, rng):
for i in range(10):
has_overlap = simulator.check_background_overlap(obj)
if not has_overlap:
break
XYZ_jitter = np.array([0, 0, 0.001])
obj.position = obj.position + XYZ_jitter
for i in range(100):
has_overlap = simulator.check_foreground_overlap(obj)
if not has_overlap:
break
XYZ_jitter = rng.uniform(-0.5, 0.5, 3)
XYZ_jitter[2] = 0
obj.position = obj.position + XYZ_jitter
return
def random_quaternion(rng):
random_values = rng.rand(4)
normalized_vector = random_values / np.linalg.norm(random_values)
return normalized_vector
def random_rotate_quaternion(args, rng, obj_name):
initial_quaternion = pyquaternion.Quaternion(axis=[1, 0, 0], degrees=90)
rand_degree = rng.randint(0, 360)
if args.debug:
rand_degree = 0
# if 'bicycle' not in obj_name:
# add_random_rotation = pyquaternion.Quaternion(axis=(0.0, 0.0, 1.0), degrees=(rand_degree-90)%360)
# else:
# add_random_rotation = pyquaternion.Quaternion(axis=(0.0, 0.0, 1.0), degrees=rand_degree)
add_random_rotation = pyquaternion.Quaternion(axis=(0.0, 0.0, 1.0), degrees=(rand_degree-90)%360)
return add_random_rotation * initial_quaternion, rand_degree
def facing_center_quaternion(args, rng, obj_name, position):
initial_quaternion = pyquaternion.Quaternion(axis=[1, 0, 0], degrees=90)
# rand_degree = rng.randint(0, 360)
dx, dy = position[0], position[1]
if dx == 0 and dy == 0:
rand_degree = rng.randint(-20, 20)
else:
rand_degree = np.degrees(np.arctan2(dy, dx)) + 180 + rng.randint(-20, 20)
if rand_degree < 0:
rand_degree += 360
# rand_degree = 0
if args.debug:
rand_degree = 0
# if 'bicycle' not in obj_name:
# add_random_rotation = pyquaternion.Quaternion(axis=(0.0, 0.0, 1.0), degrees=(rand_degree-90)%360)
# else:
# add_random_rotation = pyquaternion.Quaternion(axis=(0.0, 0.0, 1.0), degrees=rand_degree)
add_random_rotation = pyquaternion.Quaternion(axis=(0.0, 0.0, 1.0), degrees=(rand_degree-90)%360)
return add_random_rotation * initial_quaternion, rand_degree
def make_counterfactual(objects, simulator, current_setting = None):
import random
# Define the possible values for each status
speed_values = [0, 3, 6]
engine_values = [True, False]
floated_values = [True, False]
if not current_setting:
current_setting = []
for obj in objects:
current_setting.append({
'id': obj.metadata['id'], # this is fake
'name': obj.metadata['name'],
'init_speed': obj.metadata['init_speed'],
'engine_on': obj.metadata['engine_on'],
'floated': obj.metadata['floated']
})
# Randomly select an object
selected_obj = random.choice(current_setting)
# Randomly select one status to change
if selected_obj['name'] == 'aeroplane':
status_to_change = random.choice(['init_speed', 'engine_on', 'floated'])
else:
status_to_change = random.choice(['init_speed', 'engine_on'])
# Change the selected status to a different value
if status_to_change == 'init_speed':
new_value = random.choice([val for val in speed_values if val != selected_obj[status_to_change]])
selected_obj[status_to_change] = new_value
elif status_to_change == 'engine_on':
new_value = random.choice([val for val in engine_values if val != selected_obj[status_to_change]])
selected_obj[status_to_change] = new_value
elif status_to_change == 'floated':
new_value = random.choice([val for val in floated_values if val != selected_obj[status_to_change]])
selected_obj[status_to_change] = new_value
# Apply the change to the simulator
for i, obj in enumerate(objects):
if obj.metadata['id'] == selected_obj['id']: # i != 'id'
if status_to_change == 'init_speed':
obj.metadata['init_speed'] = selected_obj['init_speed']
rand_radians = obj.metadata['rand_degree']
obj.velocity = np.array([math.cos(rand_radians), math.sin(rand_radians), 0.0]) * selected_obj['init_speed']
elif status_to_change == 'engine_on':
obj.metadata['engine_on'] = selected_obj['engine_on']
elif status_to_change == 'floated':
obj.metadata['floated'] = selected_obj['floated']
else:
assert obj.metadata['id'] == current_setting[i]['id']
obj.metadata['init_speed'] = current_setting[i]['init_speed']
rand_radians = obj.metadata['rand_degree']
obj.velocity = np.array([math.cos(rand_radians), math.sin(rand_radians), 0.0]) * obj.metadata['init_speed']
obj.metadata['engine_on'] = current_setting[i]['engine_on']
obj.metadata['floated'] = current_setting[i]['floated']
return (selected_obj['id'], status_to_change, new_value), current_setting
def sim_run(args):
start_time = time()
load_scene = None
if args.load_scene:
load_path = f'{args.load_scene}/super_clever_{args.iteration}/metadata.json'
with open(load_path, 'r') as f:
load_scene = json.load(f)
load_event_path = f'{args.load_scene}/super_clever_{args.iteration}/events.json'
with open(load_event_path, 'r') as f:
load_events = json.load(f)
scene, rng, output_dir, scratch_dir = kb.setup(args)
output_dir = Path(str(output_dir) + '/super_clever_{}'.format(args.iteration))
if not os.path.isdir(output_dir):
os.makedirs(output_dir)
renderer = Blender(scene, scratch_dir,
samples_per_pixel=64,
background_transparency=True)
kubasic = kb.AssetSource.from_manifest(args.kubasic_assets)
hdri_source = kb.AssetSource.from_manifest(args.hdri_assets)
gso = kb.AssetSource.from_manifest(args.gso_assets)
train_backgrounds, test_backgrounds = hdri_source.get_test_split(fraction=0.1)
hdri_id = rng.choice(train_backgrounds)
if load_scene:
hdri_id = load_scene["metadata"]["background_hdri_id"]
background_hdri = hdri_source.create(asset_id=hdri_id)
logging.info("Using background %s", hdri_id)
# simulator
simulator = PyBullet(scene, scratch_dir)
#add floor and background
scene = add_floor(scene, kubasic, renderer, background_hdri, hdri_id, args, load_scene=load_scene)
objects = add_objects(args, rng, scene, args.data_dir, simulator, load_scene=load_scene)
# Camera
scene, camera_info = setup_camera(scene, rng, args, load_camera_from_scene=load_scene)
visible_foreground_assets = [asset for asset in scene.foreground_assets]
load_collisions = load_events['collisions']
load_collisions_collided_instances = [sorted(c["instances"]) for c in load_collisions if -1 not in c["instances"]]
load_collisions_collided_instances = set([tuple(c) for c in load_collisions_collided_instances])
current_setting = []
# make once
(idx, status, new_value), current_setting = make_counterfactual(objects, simulator, current_setting=current_setting)
print(f"Object {idx} has changed {status} to {new_value}")
animation, collisions = simulator.run(frame_start=0,
frame_end=scene.frame_end)
processes_collisions = kb.process_collisions(
collisions, scene, assets_subset=visible_foreground_assets)
collided_instances = [sorted(c["instances"]) for c in processes_collisions if -1 not in c["instances"]]
collided_instances = set([tuple(c) for c in collided_instances])
new_collisions = collided_instances - load_collisions_collided_instances
removed_collisions = load_collisions_collided_instances - collided_instances
print(f"New collisions: {new_collisions}, Removed collisions: {removed_collisions}")
kb.write_json(filename=output_dir / "metadata.json", data={
"args": vars(args),
"metadata": kb.get_scene_metadata(scene),
"camera": camera_info,
"instances": kb.get_instance_info(scene, visible_foreground_assets),
})
kb.write_json(filename=output_dir / "events.json", data={
"collisions": kb.process_collisions(
collisions, scene, assets_subset=visible_foreground_assets),
"counterfactual": {
'condition': (idx, status, new_value),
'new_collisions': list(new_collisions),
'removed_collisions': list(removed_collisions)
}
})
end_time = time()
logging.info("Scene index %d | Time elapsed: %s", args.iteration, end_time - start_time)
return
if __name__ == '__main__':
args = config()
sim_run(args)