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model.py
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model.py
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# Copyright (c) 2022, NVIDIA CORPORATION & AFFILIATES. All rights reserved.
#
# NVIDIA CORPORATION & AFFILIATES and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION & AFFILIATES is strictly prohibited.
import os
import time
import numpy as np
import h5py
import cv2
import torch
import torch.nn as nn
import torch.nn.functional as F
from utilities import point_cloud_utilities
from utilities import mesh_utilities
import point_cloud_utilities_cy
class generator(nn.Module):
def __init__(self, gf_dim, channel_num, image_channel):
super(generator, self).__init__()
self.point_dim = 2
self.gf_dim = gf_dim
self.channel_num = channel_num
self.image_channel = image_channel
self.linear_1 = nn.Linear(self.point_dim, self.gf_dim, bias=True)
self.linear_2 = nn.Linear(self.gf_dim+self.point_dim, self.gf_dim, bias=True)
self.linear_3 = nn.Linear(self.gf_dim+self.point_dim, self.gf_dim, bias=True)
self.linear_4 = nn.Linear(self.gf_dim+self.point_dim, self.gf_dim, bias=True)
self.linear_5 = nn.Linear(self.gf_dim, self.gf_dim, bias=True)
self.linear_6 = nn.Linear(self.gf_dim, self.gf_dim, bias=True)
self.linear_7 = nn.Linear(self.gf_dim, self.channel_num, bias=True)
def forward(self, points, z):
out = points
out = self.linear_1(out)
out = F.leaky_relu(out, negative_slope=0.02, inplace=True)
out = torch.cat([points,out],2)
out = self.linear_2(out)
out = F.leaky_relu(out, negative_slope=0.02, inplace=True)
out = torch.cat([points,out],2)
out = self.linear_3(out)
out = F.leaky_relu(out, negative_slope=0.02, inplace=True)
out = torch.cat([points,out],2)
out = self.linear_4(out)
out = F.leaky_relu(out, negative_slope=0.02, inplace=True)
out = self.linear_5(out)
out = F.leaky_relu(out, negative_slope=0.02, inplace=True)
out = self.linear_6(out)
out = F.leaky_relu(out, negative_slope=0.02, inplace=True)
out = self.linear_7(out)
c_ = z.view(1,self.channel_num,self.image_channel)
out = torch.matmul(out,c_)
out = torch.sigmoid(out)
return out
#masker for shapes with 2 texture generators
class masker(nn.Module):
def __init__(self, z_dim):
super(masker, self).__init__()
self.z_dim = z_dim
self.point_dim = 3
self.gf_dim = 512
self.linear_1 = nn.Linear(self.z_dim+self.point_dim+self.point_dim, self.gf_dim, bias=True)
self.linear_2 = nn.Linear(self.gf_dim, self.gf_dim, bias=True)
self.linear_3 = nn.Linear(self.gf_dim, self.gf_dim, bias=True)
self.linear_4 = nn.Linear(self.gf_dim, 1, bias=True)
self.linear_4.bias.data[:] = 0
def forward(self, points, z, normals):
zs = z.view(1,1,self.z_dim).repeat(1,points.size()[1],1)
pointz = torch.cat([points,normals,zs],2)
out = pointz
out = self.linear_1(out)
out = F.leaky_relu(out, negative_slope=0.02, inplace=True)
out = self.linear_2(out)
out = F.leaky_relu(out, negative_slope=0.02, inplace=True)
out = self.linear_3(out)
out = F.leaky_relu(out, negative_slope=0.02, inplace=True)
out = self.linear_4(out)
out = torch.sigmoid(out)
return out
class UV_mapper(nn.Module):
def __init__(self, z_dim):
super(UV_mapper, self).__init__()
self.z_dim = z_dim
self.point_dim = 3
self.gf_dim = 1024
self.linear_1 = nn.Linear(self.z_dim+self.point_dim, self.gf_dim, bias=True)
self.linear_2 = nn.Linear(self.gf_dim, self.gf_dim, bias=True)
self.linear_3 = nn.Linear(self.gf_dim, self.gf_dim, bias=True)
self.linear_4 = nn.Linear(self.gf_dim, 2, bias=True)
def forward(self, points, z):
zs = z.view(1,1,self.z_dim).repeat(1,points.size()[1],1)
pointz = torch.cat([points,zs],2)
out = pointz
out = self.linear_1(out)
out = F.leaky_relu(out, negative_slope=0.02, inplace=True)
out = self.linear_2(out)
out = F.leaky_relu(out, negative_slope=0.02, inplace=True)
out = self.linear_3(out)
out = F.leaky_relu(out, negative_slope=0.02, inplace=True)
out = self.linear_4(out)
return out
class encoder(nn.Module):
def __init__(self, z_dim, coefficients_dim):
super(encoder, self).__init__()
self.ef_dim = 32
self.z_dim = z_dim
self.coefficients_dim = coefficients_dim
self.conv_1 = nn.Conv3d(5, self.ef_dim, 4, stride=2, padding=1, bias=False)
self.norm_1 = nn.InstanceNorm3d(self.ef_dim)
self.conv_2 = nn.Conv3d(self.ef_dim, self.ef_dim*2, 4, stride=2, padding=1, bias=False)
self.norm_2 = nn.InstanceNorm3d(self.ef_dim*2)
self.conv_3 = nn.Conv3d(self.ef_dim*2, self.ef_dim*4, 4, stride=2, padding=1, bias=False)
self.norm_3 = nn.InstanceNorm3d(self.ef_dim*4)
self.conv_4 = nn.Conv3d(self.ef_dim*4, self.ef_dim*8, 4, stride=2, padding=1, bias=False)
self.norm_4 = nn.InstanceNorm3d(self.ef_dim*8)
self.conv_5 = nn.Conv3d(self.ef_dim*8, self.ef_dim*16, 4, stride=1, padding=0, bias=True)
self.conv_out1 = nn.Conv3d(self.ef_dim*16, self.coefficients_dim, 1, stride=1, padding=0, bias=True)
self.conv_out2 = nn.Conv3d(self.ef_dim*16, self.z_dim, 1, stride=1, padding=0, bias=True)
def forward(self, inputs):
out = inputs
out = F.leaky_relu(self.norm_1(self.conv_1(out)), negative_slope=0.02, inplace=True)
out = F.leaky_relu(self.norm_2(self.conv_2(out)), negative_slope=0.02, inplace=True)
out = F.leaky_relu(self.norm_3(self.conv_3(out)), negative_slope=0.02, inplace=True)
out = F.leaky_relu(self.norm_4(self.conv_4(out)), negative_slope=0.02, inplace=True)
out = F.leaky_relu(self.conv_5(out), negative_slope=0.02, inplace=True)
out1 = self.conv_out1(out)
out1 = out1.view(1, self.coefficients_dim)
out2 = self.conv_out2(out)
out2 = out2.view(1, self.z_dim)
out2 = torch.sigmoid(out2)
return out1, out2
class auv_network(nn.Module):
def __init__(self, num_UV_segments, image_channel, z_dim, generator_gf_dim, generator_channel_num, channel_num_indices):
super(auv_network, self).__init__()
self.num_UV_segments = num_UV_segments
self.image_channel = image_channel
self.z_dim = z_dim
self.generator_gf_dim = generator_gf_dim
self.generator_channel_num = generator_channel_num
self.channel_num_indices = channel_num_indices
self.coefficients_dim = channel_num_indices[-1]
self.encoder = encoder(self.z_dim,self.coefficients_dim)
self.masker = masker(self.z_dim)
self.UV_mapper = UV_mapper(self.z_dim)
self.generator = nn.ModuleList()
for i in range(self.num_UV_segments):
self.generator.append(generator(self.generator_gf_dim[i],self.generator_channel_num[i],self.image_channel))
def forward(self, inputs, point_coord, point_normal, texture_coords):
t_vector, d_vector = self.encoder(inputs)
texture_out = None
if texture_coords is not None:
texture_out = []
for i in range(self.num_UV_segments):
texture_out.append( self.generator[i](texture_coords, t_vector[:,self.channel_num_indices[i]:self.channel_num_indices[i+1]]) )
mask_out = self.masker(point_coord, d_vector, point_normal)
UV_coord = self.UV_mapper(point_coord, d_vector)
net_out = []
for i in range(self.num_UV_segments):
net_out.append( self.generator[i](UV_coord, t_vector[:,self.channel_num_indices[i]:self.channel_num_indices[i+1]]) )
return t_vector, d_vector, UV_coord, texture_out, net_out, mask_out
class AUV_NET(object):
def __init__(self, config):
self.shape_batch_size = 1
self.point_batch_size = config.point_batch_size
self.num_UV_segments = 2 #do not change! The code is hard-coded to handle shapes with 2 UV segments.
self.image_channel = 9 #color (3), normal (3), 3D coord (3)
self.z_dim = 256 #shape latent code size
#networks depend on number of texture images
self.generator_gf_dim = [1024,128]
self.generator_channel_num = [64,16]
self.channel_num_indices = [0] #sizes and splits of the predicted coefficients
for i in range(self.num_UV_segments):
self.channel_num_indices.append(self.channel_num_indices[-1]+self.generator_channel_num[i]*self.image_channel)
if torch.cuda.is_available():
self.device = torch.device('cuda')
torch.backends.cudnn.benchmark = True
else:
print("ERROR: GPU not available!!!")
exit(-1)
#build model
self.auv_network = auv_network(self.num_UV_segments,self.image_channel,self.z_dim,self.generator_gf_dim,self.generator_channel_num,self.channel_num_indices)
self.auv_network.to(self.device)
#pytorch does not have a checkpoint manager
#have to define it myself to manage max num of checkpoints to keep
self.model_dir = "ae"
self.max_to_keep = 8
self.checkpoint_dir = config.checkpoint_dir
self.checkpoint_path = os.path.join(self.checkpoint_dir, self.model_dir)
self.checkpoint_name='AUV_NET.model'
self.checkpoint_manager_list = [None] * self.max_to_keep
self.checkpoint_manager_pointer = 0
#get coordinates for visualizing learned textures during training
self.texture_coords_scale = 2 #rescale texture images
self.texture_image_size = 256 #resolution of sample texture images
dima = self.texture_image_size
self.texture_coords = np.zeros([dima,dima,2],np.float32)
for i in range(dima):
for j in range(dima):
self.texture_coords[i,j,0] = i
self.texture_coords[i,j,1] = j
self.texture_coords = (self.texture_coords+0.5)/dima-0.5
self.texture_coords = self.texture_coords*self.texture_coords_scale
self.texture_coords = np.reshape(self.texture_coords,[1,dima*dima,2])
self.texture_coords = torch.from_numpy(self.texture_coords)
self.texture_coords = self.texture_coords.to(self.device)
def train(self, config, dataloader_train):
#load previous checkpoint
checkpoint_txt = os.path.join(self.checkpoint_path, "checkpoint")
if os.path.exists(checkpoint_txt):
with open(checkpoint_txt) as fin:
model_dir = fin.readline().strip()
self.auv_network.load_state_dict(torch.load(model_dir))
start_epoch = int(model_dir.split('-')[-1].split('.')[0])+1
print(" [*] Load SUCCESS", start_epoch)
else:
print(" [!] No checkpoint detected. Training from scratch...")
start_epoch = 0
self.optimizer = torch.optim.Adam(self.auv_network.parameters(), lr=config.learning_rate)
#colors for visualizing segmentations
seg_colors = [ [255,0,0],[0,255,0],[0,0,255], [255,255,0],[255,0,255],[0,255,255] ]
seg_colors = np.array(seg_colors, np.uint8)
start_time = time.time()
for epoch in range(start_epoch, config.epoch):
self.auv_network.train()
avg_color_loss = 0
avg_normal_loss = 0
avg_coordinate_cycle_loss = 0
avg_smoothness_loss = 0
avg_human_prior_loss = 0
avg_counter = 0
print("epoch: ", epoch)
for idx, data in enumerate(dataloader_train, 0):
vertices_, normals_, colors_, voxels_ = data
voxels = voxels_.to(self.device)
vertices = vertices_.to(self.device)
normals = normals_.to(self.device)
colors = colors_.to(self.device)
self.auv_network.zero_grad()
texture_coefficients, UV_map_latent_code, UV_coord, _, network_output, UV_segments_mask = self.auv_network(voxels, vertices, normals, None)
UV_segments_mask = [1-UV_segments_mask, UV_segments_mask]
#supervise mask
if epoch<5:
#x front, y up
UV_segments_mask_human_prior = ( normals[:,:,1:2]<-0.5 ) & ( vertices[:,:,1:2]<0 )
UV_segments_mask_human_prior = UV_segments_mask_human_prior.float()
#prior loss on how to segment the shape surface into charts for UV mapping
human_prior_loss = torch.mean( (UV_segments_mask[1]-UV_segments_mask_human_prior)**2 )
UV_segments_mask = [1-UV_segments_mask_human_prior, UV_segments_mask_human_prior]
UV_segments_mask_human_prior = None
#prior loss on UV mapping
if epoch<1:
human_prior_loss += torch.mean( (UV_coord[:,:,0]-vertices[:,:,0])**2 ) + torch.mean( (UV_coord[:,:,1]-vertices[:,:,2])**2 )
else:
human_prior_loss = torch.zeros([1]).to(self.device)
#color and normal and cycle loss
color_loss = 0
normal_loss = 0
coordinate_cycle_loss = 0
for i in range(self.num_UV_segments):
color_loss += torch.mean( (network_output[i][:,:,0:3]-colors)**2 *UV_segments_mask[i] )
normal_loss += torch.mean( (network_output[i][:,:,3:6]-(normals+1)*0.5)**2 *UV_segments_mask[i] )
coordinate_cycle_loss += torch.mean( (network_output[i][:,:,6:9]-(vertices+0.5))**2 *UV_segments_mask[i] )
#texture mapping smoothness loss
dist3d_threshold = 0.02**2
#vertices [1,N,3]
#UV_coord [1,N,2]
#dist [M,N]
#note: batch size must be one (shape)!
smoothness_loss = 0
for i in range(self.num_UV_segments):
selected_idx = torch.nonzero(UV_segments_mask[i][0,:,0], as_tuple=True)[0]
sample_num = selected_idx.size()[0]
if sample_num>0:
if sample_num>1024:
selected_idx = selected_idx[:1024]
sample_num = 1024
dist_3d = torch.sum( ( vertices[:,selected_idx].view(sample_num,1,3) - vertices.repeat(sample_num,1,1) )**2, dim=2)
dist_2d = torch.sum( ( UV_coord[:,selected_idx].view(sample_num,1,2) - UV_coord.repeat(sample_num,1,1) )**2, dim=2)
dist_mask = (dist_3d<dist3d_threshold).float()
smoothness_loss += torch.mean( torch.abs( (dist_3d+1e-10)**0.5 - (dist_2d+1e-10)**0.5 )*dist_mask )
color_loss = color_loss*1
if config.phase == 0:
normal_loss = normal_loss*0.1
coordinate_cycle_loss = coordinate_cycle_loss*10
smoothness_loss = smoothness_loss*10
human_prior_loss = human_prior_loss*1
elif config.phase == 1:
normal_loss = normal_loss*0.1
coordinate_cycle_loss = coordinate_cycle_loss*1
smoothness_loss = smoothness_loss*10
elif config.phase == 2:
gradual_weight = min(float(epoch-start_epoch)/(start_epoch//2),1)
normal_loss = normal_loss*1
coordinate_cycle_loss = coordinate_cycle_loss*(gradual_weight*99+1)
smoothness_loss = smoothness_loss*(gradual_weight*90+10)
loss = color_loss + normal_loss + coordinate_cycle_loss + smoothness_loss + human_prior_loss
loss.backward()
self.optimizer.step()
avg_color_loss += color_loss.item()
avg_normal_loss += normal_loss.item()
avg_coordinate_cycle_loss += coordinate_cycle_loss.item()
avg_smoothness_loss += smoothness_loss.item()
avg_human_prior_loss += human_prior_loss.item()
avg_counter += 1
if epoch%1==0:
print("Epoch: [%2d/%2d] time: %4.4f, loss: %.6f %.6f %.6f %.6f %.6f" % (epoch, config.epoch, time.time() - start_time, avg_color_loss/avg_counter, avg_normal_loss/avg_counter, avg_coordinate_cycle_loss/avg_counter, avg_smoothness_loss/avg_counter, avg_human_prior_loss/avg_counter))
#save samples
self.auv_network.eval()
with torch.no_grad():
texture_coefficients, UV_map_latent_code, UV_coord, texture_output, network_output, UV_segments_mask = self.auv_network(voxels, vertices, normals, self.texture_coords)
large_image = np.zeros([self.texture_image_size*4,self.texture_image_size*self.num_UV_segments,3], np.uint8)
point_masks = UV_segments_mask.detach().cpu().numpy()
point_masks = [point_masks<=0.5,point_masks>0.5]
point_uvs = UV_coord.detach().cpu().numpy()
point_uvs = (point_uvs/self.texture_coords_scale+0.5)*self.texture_image_size
#print(np.min(point_uvs),np.max(point_uvs))
point_uvs = np.clip(point_uvs.astype(np.int32),0,self.texture_image_size-1)
for i in range(self.num_UV_segments):
mapped = np.zeros([self.texture_image_size,self.texture_image_size], np.uint8)
mapped[point_uvs[0,point_masks[i][0,:,0],0],point_uvs[0,point_masks[i][0,:,0],1]] = 255
large_image[:self.texture_image_size,self.texture_image_size*i:self.texture_image_size*(i+1),:] = np.expand_dims(mapped,2)
img = np.reshape(texture_output[i].detach().cpu().numpy(), [self.texture_image_size,self.texture_image_size,9])
img = np.clip(img*255,0,255).astype(np.uint8)
large_image[self.texture_image_size:self.texture_image_size*2,self.texture_image_size*i:self.texture_image_size*(i+1),:] = img[:,:,0:3]
large_image[self.texture_image_size*2:self.texture_image_size*3,self.texture_image_size*i:self.texture_image_size*(i+1),:] = img[:,:,3:6]
large_image[self.texture_image_size*3:self.texture_image_size*4,self.texture_image_size*i:self.texture_image_size*(i+1),:] = img[:,:,6:9]
cv2.imwrite(config.sample_dir+"/"+str(epoch)+".png", large_image)
#get the actual output and texture segmentations
point_colors = network_output[0].detach().cpu().numpy()*point_masks[0] + network_output[1].detach().cpu().numpy()*point_masks[1]
point_mask_colors = np.reshape(seg_colors[0],[1,1,3])*np.tile(point_masks[0],[1,1,3]) + np.reshape(seg_colors[1],[1,1,3])*np.tile(point_masks[1],[1,1,3])
point_colors = np.clip(point_colors*255,0,255).astype(np.uint8)
point_colors = point_colors[0]
point_mask_colors = np.clip(point_mask_colors,0,255).astype(np.uint8)
point_mask_colors = point_mask_colors[0]
point_coords = vertices_.numpy()
point_coords = point_coords[0]
point_cloud_utilities.write_ply_point_color(config.sample_dir+"/"+str(epoch)+".ply", point_coords,point_colors)
point_cloud_utilities.write_ply_point_color(config.sample_dir+"/"+str(epoch)+"_seg.ply", point_coords,point_mask_colors)
if epoch%5==4:
if not os.path.exists(self.checkpoint_path):
os.makedirs(self.checkpoint_path)
#save checkpoint
save_dir = os.path.join(self.checkpoint_path,self.checkpoint_name+"-"+str(epoch)+".pth")
torch.save(self.auv_network.state_dict(), save_dir)
#delete checkpoint
self.checkpoint_manager_pointer = (self.checkpoint_manager_pointer+1)%self.max_to_keep
if self.checkpoint_manager_list[self.checkpoint_manager_pointer] is not None:
if os.path.exists(self.checkpoint_manager_list[self.checkpoint_manager_pointer]):
os.remove(self.checkpoint_manager_list[self.checkpoint_manager_pointer])
#update checkpoint manager
self.checkpoint_manager_list[self.checkpoint_manager_pointer] = save_dir
#write file
checkpoint_txt = os.path.join(self.checkpoint_path, "checkpoint")
with open(checkpoint_txt, 'w') as fout:
for i in range(self.max_to_keep):
pointer = (self.checkpoint_manager_pointer+self.max_to_keep-i)%self.max_to_keep
if self.checkpoint_manager_list[pointer] is not None:
fout.write(self.checkpoint_manager_list[pointer]+"\n")
#obtain high-quality aligned textures and mesh+uv
def test(self, config):
#load previous checkpoint
checkpoint_txt = os.path.join(self.checkpoint_path, "checkpoint")
if os.path.exists(checkpoint_txt):
with open(checkpoint_txt) as fin:
model_dir = fin.readline().strip()
self.auv_network.load_state_dict(torch.load(model_dir))
print(" [*] Load SUCCESS")
else:
print(" [!] Load failed")
exit(-1)
self.auv_network.eval()
#output_uv_image_size = 1024
#num_of_points = 50000000
#above is too slow, use smaller resolution to speed up
output_uv_image_size = 512
num_of_points = 20000000
#transform the output texture image here
#these parameters need to be tuned manually
#below are the default params for car
#beta: rotate image
#scale: rescale image
#offset: translate image
beta = 0
if self.num_UV_segments==2:
scale_u = 0.8
scale_v = 1.5
offset_u = 0.5
offset_v = 0.5
elif self.num_UV_segments==4:
scale_u = 0.6
scale_v = 0.6
offset_u = 0.5
offset_v = 0.5
#shape names
data_dir = config.data_dir
obj_names = os.listdir(data_dir)
obj_names = sorted(obj_names)
if not config.use_all_data:
obj_names = obj_names[:int(len(obj_names)*0.8)]
vertices = None
normals = None
colors = None
vertices_uv = None
vertices_mask = None
gpu_id = int(config.gpu)
for idx in range(len(obj_names)):
print(idx,len(obj_names))
save_dir = config.sample_dir+"/"+str(idx)+"/"
if not os.path.exists(save_dir):
os.makedirs(save_dir)
#load input voxels
hdf5_dir = data_dir+"/"+obj_names[idx]+"/vertices_normals_colors_voxels.hdf5"
hdf5_file = h5py.File(hdf5_dir, 'r')
voxels = hdf5_file["voxel_color"][:]
hdf5_file.close()
voxels = np.transpose(voxels, (3,0,1,2)).astype(np.float32)
#load mesh vertices and triangles
#sample points with normals and colors
obj_dir = data_dir+"/"+obj_names[idx]+"/model_simplified_textured.obj"
texture_dir = data_dir+"/"+obj_names[idx]+"/model_simplified_textured.png"
if vertices is not None: del vertices
if normals is not None: del normals
if colors is not None: del colors
if vertices_uv is not None: del vertices_uv
if vertices_mask is not None: del vertices_mask
mesh_vertices,mesh_triangles,vertices,normals,colors = point_cloud_utilities.sample_points(obj_dir,texture_dir,num_of_points,exact_num=False,normalize=False)
vertices_y_min = np.min(vertices[:,1])
vertices_uv = np.zeros([len(vertices),2],np.float32)
vertices_mask = np.full([self.num_UV_segments,len(vertices)], False, bool)
#uncomment to do sanity check - write sampled points
#point_cloud_utilities.write_ply_point_color(save_dir+"/pc.ply",vertices,colors)
#uncomment to subdivide the mesh to have smoother seams (caused by separate texture images)
#import trimesh
#mesh_vertices, mesh_triangles = trimesh.remesh.subdivide(mesh_vertices, mesh_triangles)
#get triangle center points and normals
#use them to decide which texture image this triangle belongs
epsilon = 1e-10
mesh_triangle_center_list = np.zeros([len(mesh_triangles),3],np.float32)
mesh_triangle_normal_list = np.zeros([len(mesh_triangles),3],np.float32)
for i in range(len(mesh_triangles)):
mesh_triangle_center_list[i] = (mesh_vertices[mesh_triangles[i,0]] + mesh_vertices[mesh_triangles[i,1]] + mesh_vertices[mesh_triangles[i,2]])/3
#area = |u x v|/2 = |u||v|sin(uv)/2
a,b,c = mesh_vertices[mesh_triangles[i,1]]-mesh_vertices[mesh_triangles[i,0]]
x,y,z = mesh_vertices[mesh_triangles[i,2]]-mesh_vertices[mesh_triangles[i,0]]
ti = b*z-c*y
tj = c*x-a*z
tk = a*y-b*x
area2 = (ti*ti+tj*tj+tk*tk)**0.5
if area2<epsilon:
mesh_triangle_normal_list[i,0] = 0
mesh_triangle_normal_list[i,1] = 0
mesh_triangle_normal_list[i,2] = 0
else:
mesh_triangle_normal_list[i,0] = ti/area2
mesh_triangle_normal_list[i,1] = tj/area2
mesh_triangle_normal_list[i,2] = tk/area2
output_uv_image = np.zeros([self.num_UV_segments,output_uv_image_size,output_uv_image_size,4], np.int32)
output_uv_image_mask = np.zeros([self.num_UV_segments,output_uv_image_size,output_uv_image_size,1], np.int32)
output_uv_image_depth = np.zeros([self.num_UV_segments,output_uv_image_size,output_uv_image_size,1], np.float32)
output_uv_image_depth[0] = -1
output_uv_image_depth[1] = 1
batch_num = (len(vertices)-1)//self.point_batch_size + 1
with torch.no_grad():
voxels_tensor = torch.from_numpy(np.expand_dims(voxels,0))
voxels_tensor = voxels_tensor.to(self.device)
t_vector, d_vector = self.auv_network.encoder(voxels_tensor)
vertices_tensor = torch.from_numpy(np.expand_dims(mesh_vertices,0)).to(self.device)
centers_tensor = torch.from_numpy(np.expand_dims(mesh_triangle_center_list,0)).to(self.device)
normals_tensor = torch.from_numpy(np.expand_dims(mesh_triangle_normal_list,0)).to(self.device)
mask_out = self.auv_network.masker(centers_tensor, d_vector, normals_tensor)
mask_out = mask_out.detach().cpu().numpy()
mask_out = np.reshape(mask_out,[-1])
output_uv_mask = [mask_out<=0.5, mask_out>0.5]
#compute mesh uv
UV_coord = self.auv_network.UV_mapper(vertices_tensor, d_vector)
UV_coord = UV_coord.detach().cpu().numpy()
output_u = UV_coord[0,:,0]
output_v = UV_coord[0,:,1]
output_uv = np.zeros([len(output_u),2], np.float32)
output_uv[:,0] = (output_u*np.cos(beta) + output_v*np.sin(beta))*scale_u + offset_u
output_uv[:,1] = (- output_u*np.sin(beta) + output_v*np.cos(beta))*scale_v + offset_v
output_uv = np.clip(output_uv,0.001,0.999)
mesh_utilities.write_ply_triangle_UV(save_dir+"model", mesh_vertices, output_uv_mask, output_uv, mesh_triangles)
#get uv for sampled points
for bid in range(batch_num):
tmp_vertices = vertices[self.point_batch_size*bid:self.point_batch_size*(bid+1)]
tmp_normals = normals[self.point_batch_size*bid:self.point_batch_size*(bid+1)]
vertices_tensor = torch.from_numpy(np.expand_dims(tmp_vertices,0)).to(self.device)
normals_tensor = torch.from_numpy(np.expand_dims(tmp_normals,0)).to(self.device)
mask_out = self.auv_network.masker(vertices_tensor, d_vector, normals_tensor)
mask_out = mask_out.detach().cpu().numpy()
vertices_mask[0,self.point_batch_size*bid:self.point_batch_size*(bid+1)] = (mask_out[0,:,0]<=0.5)
vertices_mask[1,self.point_batch_size*bid:self.point_batch_size*(bid+1)] = (mask_out[0,:,0]>0.5)
UV_coord = self.auv_network.UV_mapper(vertices_tensor, d_vector)
vertices_uv[self.point_batch_size*bid:self.point_batch_size*(bid+1)] = UV_coord.detach().cpu().numpy()[0]
#first pass: determine depth
for bid in range(batch_num):
tmp_vertices = vertices[self.point_batch_size*bid:self.point_batch_size*(bid+1)]
output_u = vertices_uv[self.point_batch_size*bid:self.point_batch_size*(bid+1),0]
output_v = vertices_uv[self.point_batch_size*bid:self.point_batch_size*(bid+1),1]
UV_coord_int_x = (output_u*np.cos(beta) + output_v*np.sin(beta))*scale_u + offset_u
UV_coord_int_y = (- output_u*np.sin(beta) + output_v*np.cos(beta))*scale_v + offset_v
UV_coord_int_x = UV_coord_int_x * output_uv_image_size
UV_coord_int_y = UV_coord_int_y * output_uv_image_size
UV_coord_int_x = np.clip(UV_coord_int_x.astype(np.int32),0,output_uv_image_size-1)
UV_coord_int_y = np.clip(UV_coord_int_y.astype(np.int32),0,output_uv_image_size-1)
vertices_mask_front = np.reshape(vertices_mask[0,self.point_batch_size*bid:self.point_batch_size*(bid+1)], [-1,1]).astype(np.float32)
vertices_mask_back = np.reshape(vertices_mask[1,self.point_batch_size*bid:self.point_batch_size*(bid+1)], [-1,1]).astype(np.float32)
tmp_metric = np.sqrt( np.square(tmp_vertices[:,0:1]) + np.square(tmp_vertices[:,1:2]-vertices_y_min) + np.square(tmp_vertices[:,2:3]) )
tmp_metric_front = tmp_metric - (1-vertices_mask_front)*10
tmp_metric_back = tmp_metric + (1-vertices_mask_back)*10
point_cloud_utilities_cy.indexed_max_array_2d_float_separate(output_uv_image_depth[0],UV_coord_int_x,UV_coord_int_y,tmp_metric_front)
point_cloud_utilities_cy.indexed_min_array_2d_float_separate(output_uv_image_depth[1],UV_coord_int_x,UV_coord_int_y,tmp_metric_back)
#second pass: determine color
for bid in range(batch_num):
tmp_vertices = vertices[self.point_batch_size*bid:self.point_batch_size*(bid+1)]
tmp_colors = colors[self.point_batch_size*bid:self.point_batch_size*(bid+1)]
output_u = vertices_uv[self.point_batch_size*bid:self.point_batch_size*(bid+1),0]
output_v = vertices_uv[self.point_batch_size*bid:self.point_batch_size*(bid+1),1]
UV_coord_int_x = (output_u*np.cos(beta) + output_v*np.sin(beta))*scale_u + offset_u
UV_coord_int_y = (- output_u*np.sin(beta) + output_v*np.cos(beta))*scale_v + offset_v
UV_coord_int_x = UV_coord_int_x * output_uv_image_size
UV_coord_int_y = UV_coord_int_y * output_uv_image_size
UV_coord_int_x = np.clip(UV_coord_int_x.astype(np.int32),0,output_uv_image_size-1)
UV_coord_int_y = np.clip(UV_coord_int_y.astype(np.int32),0,output_uv_image_size-1)
vertices_mask_front = np.reshape(vertices_mask[0,self.point_batch_size*bid:self.point_batch_size*(bid+1)], [-1,1])
vertices_mask_back = np.reshape(vertices_mask[1,self.point_batch_size*bid:self.point_batch_size*(bid+1)], [-1,1])
tmp_metric = np.sqrt( np.square(tmp_vertices[:,0:1]) + np.square(tmp_vertices[:,1:2]-vertices_y_min) + np.square(tmp_vertices[:,2:3]) )
vertices_mask_front = ((tmp_metric>output_uv_image_depth[0,UV_coord_int_x,UV_coord_int_y]-0.01) & vertices_mask_front).astype(np.int32)
vertices_mask_back = ((tmp_metric<output_uv_image_depth[1,UV_coord_int_x,UV_coord_int_y]+0.01) & vertices_mask_back).astype(np.int32)
point_cloud_utilities_cy.indexed_add_array_2d_color_separate(output_uv_image[0],UV_coord_int_x,UV_coord_int_y,tmp_colors*vertices_mask_front)
point_cloud_utilities_cy.indexed_add_array_2d_color_separate(output_uv_image_mask[0],UV_coord_int_x,UV_coord_int_y,vertices_mask_front)
point_cloud_utilities_cy.indexed_add_array_2d_color_separate(output_uv_image[1],UV_coord_int_x,UV_coord_int_y,tmp_colors*vertices_mask_back)
point_cloud_utilities_cy.indexed_add_array_2d_color_separate(output_uv_image_mask[1],UV_coord_int_x,UV_coord_int_y,vertices_mask_back)
#save texture
output_uv_image = output_uv_image/np.maximum(output_uv_image_mask,1)
for i in range(self.num_UV_segments):
tmp_img = (output_uv_image[i,:,:,:]).astype(np.uint8)
tmp_mask = (output_uv_image_mask[i,:,:,:]!=0).astype(np.uint8)*255
cv2.imwrite(save_dir+str(i)+".png", tmp_img)
cv2.imwrite(save_dir+str(i)+"_m.png", tmp_mask)