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render/light.py
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158
render/light.py
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# Copyright (c) 2020-2022 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
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#
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# NVIDIA CORPORATION, its affiliates and licensors retain all intellectual
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# property and proprietary rights in and to this material, related
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# documentation and any modifications thereto. Any use, reproduction,
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# disclosure or distribution of this material and related documentation
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# without an express license agreement from NVIDIA CORPORATION or
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# its affiliates is strictly prohibited.
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import os
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import numpy as np
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import torch
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import nvdiffrast.torch as dr
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from . import util
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from . import renderutils as ru
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######################################################################################
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# Utility functions
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######################################################################################
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class cubemap_mip(torch.autograd.Function):
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@staticmethod
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def forward(ctx, cubemap):
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return util.avg_pool_nhwc(cubemap, (2,2))
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@staticmethod
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def backward(ctx, dout):
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res = dout.shape[1] * 2
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out = torch.zeros(6, res, res, dout.shape[-1], dtype=torch.float32, device="cuda")
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for s in range(6):
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gy, gx = torch.meshgrid(torch.linspace(-1.0 + 1.0 / res, 1.0 - 1.0 / res, res, device="cuda"),
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torch.linspace(-1.0 + 1.0 / res, 1.0 - 1.0 / res, res, device="cuda"),
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) # indexing='ij')
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v = util.safe_normalize(util.cube_to_dir(s, gx, gy))
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out[s, ...] = dr.texture(dout[None, ...] * 0.25, v[None, ...].contiguous(), filter_mode='linear', boundary_mode='cube')
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return out
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######################################################################################
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# Split-sum environment map light source with automatic mipmap generation
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######################################################################################
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class EnvironmentLight(torch.nn.Module):
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LIGHT_MIN_RES = 16
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MIN_ROUGHNESS = 0.08
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MAX_ROUGHNESS = 0.5
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def __init__(self, base):
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super(EnvironmentLight, self).__init__()
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self.mtx = None
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self.base = torch.nn.Parameter(base.clone().detach(), requires_grad=True)
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self.register_parameter('env_base', self.base)
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def xfm(self, mtx):
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self.mtx = mtx
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def clone(self):
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return EnvironmentLight(self.base.clone().detach())
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def clamp_(self, min=None, max=None):
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self.base.clamp_(min, max)
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def get_mip(self, roughness):
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return torch.where(roughness < self.MAX_ROUGHNESS
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, (torch.clamp(roughness, self.MIN_ROUGHNESS, self.MAX_ROUGHNESS) - self.MIN_ROUGHNESS) / (self.MAX_ROUGHNESS - self.MIN_ROUGHNESS) * (len(self.specular) - 2)
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, (torch.clamp(roughness, self.MAX_ROUGHNESS, 1.0) - self.MAX_ROUGHNESS) / (1.0 - self.MAX_ROUGHNESS) + len(self.specular) - 2)
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def build_mips(self, cutoff=0.99):
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self.specular = [self.base]
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while self.specular[-1].shape[1] > self.LIGHT_MIN_RES:
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self.specular += [cubemap_mip.apply(self.specular[-1])]
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self.diffuse = ru.diffuse_cubemap(self.specular[-1])
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for idx in range(len(self.specular) - 1):
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roughness = (idx / (len(self.specular) - 2)) * (self.MAX_ROUGHNESS - self.MIN_ROUGHNESS) + self.MIN_ROUGHNESS
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self.specular[idx] = ru.specular_cubemap(self.specular[idx], roughness, cutoff)
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self.specular[-1] = ru.specular_cubemap(self.specular[-1], 1.0, cutoff)
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def regularizer(self):
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white = (self.base[..., 0:1] + self.base[..., 1:2] + self.base[..., 2:3]) / 3.0
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return torch.mean(torch.abs(self.base - white))
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def shade(self, gb_pos, gb_normal, kd, ks, view_pos, specular=True):
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wo = util.safe_normalize(view_pos - gb_pos)
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if specular:
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roughness = ks[..., 1:2] # y component
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metallic = ks[..., 2:3] # z component
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spec_col = (1.0 - metallic)*0.04 + kd * metallic
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diff_col = kd * (1.0 - metallic)
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else:
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diff_col = kd
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reflvec = util.safe_normalize(util.reflect(wo, gb_normal))
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nrmvec = gb_normal
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if self.mtx is not None: # Rotate lookup
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mtx = torch.as_tensor(self.mtx, dtype=torch.float32, device='cuda')
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reflvec = ru.xfm_vectors(reflvec.view(reflvec.shape[0], reflvec.shape[1] * reflvec.shape[2], reflvec.shape[3]), mtx).view(*reflvec.shape)
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nrmvec = ru.xfm_vectors(nrmvec.view(nrmvec.shape[0], nrmvec.shape[1] * nrmvec.shape[2], nrmvec.shape[3]), mtx).view(*nrmvec.shape)
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# Diffuse lookup
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diffuse = dr.texture(self.diffuse[None, ...], nrmvec.contiguous(), filter_mode='linear', boundary_mode='cube')
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shaded_col = diffuse * diff_col
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if specular:
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# Lookup FG term from lookup texture
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NdotV = torch.clamp(util.dot(wo, gb_normal), min=1e-4)
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fg_uv = torch.cat((NdotV, roughness), dim=-1)
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if not hasattr(self, '_FG_LUT'):
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self._FG_LUT = torch.as_tensor(np.fromfile('data/irrmaps/bsdf_256_256.bin', dtype=np.float32).reshape(1, 256, 256, 2), dtype=torch.float32, device='cuda')
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fg_lookup = dr.texture(self._FG_LUT, fg_uv, filter_mode='linear', boundary_mode='clamp')
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# Roughness adjusted specular env lookup
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miplevel = self.get_mip(roughness)
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spec = dr.texture(self.specular[0][None, ...], reflvec.contiguous(), mip=list(m[None, ...] for m in self.specular[1:]), mip_level_bias=miplevel[..., 0], filter_mode='linear-mipmap-linear', boundary_mode='cube')
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# Compute aggregate lighting
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reflectance = spec_col * fg_lookup[...,0:1] + fg_lookup[...,1:2]
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shaded_col += spec * reflectance
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return shaded_col * (1.0 - ks[..., 0:1]) # Modulate by hemisphere visibility
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######################################################################################
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# Load and store
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######################################################################################
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# Load from latlong .HDR file
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def _load_env_hdr(fn, scale=1.0):
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latlong_img = torch.tensor(util.load_image(fn), dtype=torch.float32, device='cuda')*scale
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cubemap = util.latlong_to_cubemap(latlong_img, [512, 512])
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l = EnvironmentLight(cubemap)
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l.build_mips()
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return l
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def load_env(fn, scale=1.0):
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if os.path.splitext(fn)[1].lower() == ".hdr":
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return _load_env_hdr(fn, scale)
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else:
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assert False, "Unknown envlight extension %s" % os.path.splitext(fn)[1]
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def save_env_map(fn, light):
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assert isinstance(light, EnvironmentLight), "Can only save EnvironmentLight currently"
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if isinstance(light, EnvironmentLight):
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color = util.cubemap_to_latlong(light.base, [512, 1024])
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util.save_image_raw(fn, color.detach().cpu().numpy())
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######################################################################################
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# Create trainable env map with random initialization
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######################################################################################
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def create_trainable_env_rnd(base_res, scale=0.5, bias=0.25):
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base = torch.rand(6, base_res, base_res, 3, dtype=torch.float32, device='cuda') * scale + bias
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return EnvironmentLight(base)
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182
render/material.py
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182
render/material.py
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# Copyright (c) 2020-2022 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
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#
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# NVIDIA CORPORATION, its affiliates and licensors retain all intellectual
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# property and proprietary rights in and to this material, related
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# documentation and any modifications thereto. Any use, reproduction,
|
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# disclosure or distribution of this material and related documentation
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# without an express license agreement from NVIDIA CORPORATION or
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# its affiliates is strictly prohibited.
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import os
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import numpy as np
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import torch
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from . import util
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from . import texture
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######################################################################################
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# Wrapper to make materials behave like a python dict, but register textures as
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# torch.nn.Module parameters.
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######################################################################################
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class Material(torch.nn.Module):
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def __init__(self, mat_dict):
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super(Material, self).__init__()
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self.mat_keys = set()
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for key in mat_dict.keys():
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self.mat_keys.add(key)
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self[key] = mat_dict[key]
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def __contains__(self, key):
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return hasattr(self, key)
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def __getitem__(self, key):
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return getattr(self, key)
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def __setitem__(self, key, val):
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self.mat_keys.add(key)
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setattr(self, key, val)
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def __delitem__(self, key):
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self.mat_keys.remove(key)
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delattr(self, key)
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def keys(self):
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return self.mat_keys
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######################################################################################
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# .mtl material format loading / storing
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######################################################################################
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@torch.no_grad()
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def load_mtl(fn, clear_ks=True):
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import re
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mtl_path = os.path.dirname(fn)
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# Read file
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with open(fn, 'r') as f:
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lines = f.readlines()
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# Parse materials
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materials = []
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for line in lines:
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split_line = re.split(' +|\t+|\n+', line.strip())
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prefix = split_line[0].lower()
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data = split_line[1:]
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if 'newmtl' in prefix:
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material = Material({'name' : data[0]})
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materials += [material]
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elif materials:
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if 'bsdf' in prefix or 'map_kd' in prefix or 'map_ks' in prefix or 'bump' in prefix:
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material[prefix] = data[0]
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else:
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material[prefix] = torch.tensor(tuple(float(d) for d in data), dtype=torch.float32, device='cuda')
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# Convert everything to textures. Our code expects 'kd' and 'ks' to be texture maps. So replace constants with 1x1 maps
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for mat in materials:
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if not 'bsdf' in mat:
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mat['bsdf'] = 'pbr'
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if 'map_kd' in mat:
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mat['kd'] = texture.load_texture2D(os.path.join(mtl_path, mat['map_kd']))
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else:
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mat['kd'] = texture.Texture2D(mat['kd'])
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if 'map_ks' in mat:
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mat['ks'] = texture.load_texture2D(os.path.join(mtl_path, mat['map_ks']), channels=3)
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else:
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mat['ks'] = texture.Texture2D(mat['ks'])
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if 'bump' in mat:
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mat['normal'] = texture.load_texture2D(os.path.join(mtl_path, mat['bump']), lambda_fn=lambda x: x * 2 - 1, channels=3)
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# Convert Kd from sRGB to linear RGB
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mat['kd'] = texture.srgb_to_rgb(mat['kd'])
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if clear_ks:
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# Override ORM occlusion (red) channel by zeros. We hijack this channel
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for mip in mat['ks'].getMips():
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mip[..., 0] = 0.0
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return materials
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@torch.no_grad()
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def save_mtl(fn, material):
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folder = os.path.dirname(fn)
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with open(fn, "w") as f:
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f.write('newmtl defaultMat\n')
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if material is not None:
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f.write('bsdf %s\n' % material['bsdf'])
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if 'kd' in material.keys():
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f.write('map_kd texture_kd.png\n')
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texture.save_texture2D(os.path.join(folder, 'texture_kd.png'), texture.rgb_to_srgb(material['kd']))
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if 'ks' in material.keys():
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f.write('map_ks texture_ks.png\n')
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texture.save_texture2D(os.path.join(folder, 'texture_ks.png'), material['ks'])
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if 'normal' in material.keys():
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f.write('bump texture_n.png\n')
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texture.save_texture2D(os.path.join(folder, 'texture_n.png'), material['normal'], lambda_fn=lambda x:(util.safe_normalize(x)+1)*0.5)
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else:
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f.write('Kd 1 1 1\n')
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f.write('Ks 0 0 0\n')
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f.write('Ka 0 0 0\n')
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f.write('Tf 1 1 1\n')
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f.write('Ni 1\n')
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f.write('Ns 0\n')
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######################################################################################
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# Merge multiple materials into a single uber-material
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######################################################################################
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def _upscale_replicate(x, full_res):
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x = x.permute(0, 3, 1, 2)
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x = torch.nn.functional.pad(x, (0, full_res[1] - x.shape[3], 0, full_res[0] - x.shape[2]), 'replicate')
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return x.permute(0, 2, 3, 1).contiguous()
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def merge_materials(materials, texcoords, tfaces, mfaces):
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assert len(materials) > 0
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for mat in materials:
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assert mat['bsdf'] == materials[0]['bsdf'], "All materials must have the same BSDF (uber shader)"
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assert ('normal' in mat) is ('normal' in materials[0]), "All materials must have either normal map enabled or disabled"
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uber_material = Material({
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'name' : 'uber_material',
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'bsdf' : materials[0]['bsdf'],
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})
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textures = ['kd', 'ks', 'normal']
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# Find maximum texture resolution across all materials and textures
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max_res = None
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for mat in materials:
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for tex in textures:
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tex_res = np.array(mat[tex].getRes()) if tex in mat else np.array([1, 1])
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max_res = np.maximum(max_res, tex_res) if max_res is not None else tex_res
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# Compute size of compund texture and round up to nearest PoT
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full_res = 2**np.ceil(np.log2(max_res * np.array([1, len(materials)]))).astype(np.int)
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# Normalize texture resolution across all materials & combine into a single large texture
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for tex in textures:
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if tex in materials[0]:
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tex_data = torch.cat(tuple(util.scale_img_nhwc(mat[tex].data, tuple(max_res)) for mat in materials), dim=2) # Lay out all textures horizontally, NHWC so dim2 is x
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tex_data = _upscale_replicate(tex_data, full_res)
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uber_material[tex] = texture.Texture2D(tex_data)
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# Compute scaling values for used / unused texture area
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s_coeff = [full_res[0] / max_res[0], full_res[1] / max_res[1]]
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# Recompute texture coordinates to cooincide with new composite texture
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new_tverts = {}
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new_tverts_data = []
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for fi in range(len(tfaces)):
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matIdx = mfaces[fi]
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for vi in range(3):
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ti = tfaces[fi][vi]
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if not (ti in new_tverts):
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new_tverts[ti] = {}
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if not (matIdx in new_tverts[ti]): # create new vertex
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new_tverts_data.append([(matIdx + texcoords[ti][0]) / s_coeff[1], texcoords[ti][1] / s_coeff[0]]) # Offset texture coodrinate (x direction) by material id & scale to local space. Note, texcoords are (u,v) but texture is stored (w,h) so the indexes swap here
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new_tverts[ti][matIdx] = len(new_tverts_data) - 1
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tfaces[fi][vi] = new_tverts[ti][matIdx] # reindex vertex
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return uber_material, new_tverts_data, tfaces
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241
render/mesh.py
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241
render/mesh.py
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@@ -0,0 +1,241 @@
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# 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 os
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import numpy as np
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import torch
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from . import obj
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from . import util
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######################################################################################
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# Base mesh class
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######################################################################################
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class Mesh:
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def __init__(self, v_pos=None, t_pos_idx=None, v_nrm=None, t_nrm_idx=None, v_tex=None, t_tex_idx=None, v_tng=None, t_tng_idx=None, material=None, base=None):
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self.v_pos = v_pos
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self.v_nrm = v_nrm
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self.v_tex = v_tex
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self.v_tng = v_tng
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self.t_pos_idx = t_pos_idx
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self.t_nrm_idx = t_nrm_idx
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self.t_tex_idx = t_tex_idx
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self.t_tng_idx = t_tng_idx
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self.material = material
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if base is not None:
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self.copy_none(base)
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def copy_none(self, other):
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if self.v_pos is None:
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self.v_pos = other.v_pos
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if self.t_pos_idx is None:
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self.t_pos_idx = other.t_pos_idx
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if self.v_nrm is None:
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self.v_nrm = other.v_nrm
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if self.t_nrm_idx is None:
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self.t_nrm_idx = other.t_nrm_idx
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if self.v_tex is None:
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self.v_tex = other.v_tex
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if self.t_tex_idx is None:
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self.t_tex_idx = other.t_tex_idx
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if self.v_tng is None:
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self.v_tng = other.v_tng
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if self.t_tng_idx is None:
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self.t_tng_idx = other.t_tng_idx
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if self.material is None:
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self.material = other.material
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def clone(self):
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out = Mesh(base=self)
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if out.v_pos is not None:
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out.v_pos = out.v_pos.clone().detach()
|
||||
if out.t_pos_idx is not None:
|
||||
out.t_pos_idx = out.t_pos_idx.clone().detach()
|
||||
if out.v_nrm is not None:
|
||||
out.v_nrm = out.v_nrm.clone().detach()
|
||||
if out.t_nrm_idx is not None:
|
||||
out.t_nrm_idx = out.t_nrm_idx.clone().detach()
|
||||
if out.v_tex is not None:
|
||||
out.v_tex = out.v_tex.clone().detach()
|
||||
if out.t_tex_idx is not None:
|
||||
out.t_tex_idx = out.t_tex_idx.clone().detach()
|
||||
if out.v_tng is not None:
|
||||
out.v_tng = out.v_tng.clone().detach()
|
||||
if out.t_tng_idx is not None:
|
||||
out.t_tng_idx = out.t_tng_idx.clone().detach()
|
||||
return out
|
||||
|
||||
######################################################################################
|
||||
# Mesh loeading helper
|
||||
######################################################################################
|
||||
|
||||
def load_mesh(filename, mtl_override=None):
|
||||
name, ext = os.path.splitext(filename)
|
||||
if ext == ".obj":
|
||||
return obj.load_obj(filename, clear_ks=True, mtl_override=mtl_override)
|
||||
assert False, "Invalid mesh file extension"
|
||||
|
||||
######################################################################################
|
||||
# Compute AABB
|
||||
######################################################################################
|
||||
def aabb(mesh):
|
||||
return torch.min(mesh.v_pos, dim=0).values, torch.max(mesh.v_pos, dim=0).values
|
||||
|
||||
######################################################################################
|
||||
# Compute unique edge list from attribute/vertex index list
|
||||
######################################################################################
|
||||
def compute_edges(attr_idx, return_inverse=False):
|
||||
with torch.no_grad():
|
||||
# Create all edges, packed by triangle
|
||||
all_edges = torch.cat((
|
||||
torch.stack((attr_idx[:, 0], attr_idx[:, 1]), dim=-1),
|
||||
torch.stack((attr_idx[:, 1], attr_idx[:, 2]), dim=-1),
|
||||
torch.stack((attr_idx[:, 2], attr_idx[:, 0]), dim=-1),
|
||||
), dim=-1).view(-1, 2)
|
||||
|
||||
# Swap edge order so min index is always first
|
||||
order = (all_edges[:, 0] > all_edges[:, 1]).long().unsqueeze(dim=1)
|
||||
sorted_edges = torch.cat((
|
||||
torch.gather(all_edges, 1, order),
|
||||
torch.gather(all_edges, 1, 1 - order)
|
||||
), dim=-1)
|
||||
|
||||
# Eliminate duplicates and return inverse mapping
|
||||
return torch.unique(sorted_edges, dim=0, return_inverse=return_inverse)
|
||||
|
||||
######################################################################################
|
||||
# Compute unique edge to face mapping from attribute/vertex index list
|
||||
######################################################################################
|
||||
def compute_edge_to_face_mapping(attr_idx, return_inverse=False):
|
||||
with torch.no_grad():
|
||||
# Get unique edges
|
||||
# Create all edges, packed by triangle
|
||||
all_edges = torch.cat((
|
||||
torch.stack((attr_idx[:, 0], attr_idx[:, 1]), dim=-1),
|
||||
torch.stack((attr_idx[:, 1], attr_idx[:, 2]), dim=-1),
|
||||
torch.stack((attr_idx[:, 2], attr_idx[:, 0]), dim=-1),
|
||||
), dim=-1).view(-1, 2)
|
||||
|
||||
# Swap edge order so min index is always first
|
||||
order = (all_edges[:, 0] > all_edges[:, 1]).long().unsqueeze(dim=1)
|
||||
sorted_edges = torch.cat((
|
||||
torch.gather(all_edges, 1, order),
|
||||
torch.gather(all_edges, 1, 1 - order)
|
||||
), dim=-1)
|
||||
|
||||
# Elliminate duplicates and return inverse mapping
|
||||
unique_edges, idx_map = torch.unique(sorted_edges, dim=0, return_inverse=True)
|
||||
|
||||
tris = torch.arange(attr_idx.shape[0]).repeat_interleave(3).cuda()
|
||||
|
||||
tris_per_edge = torch.zeros((unique_edges.shape[0], 2), dtype=torch.int64).cuda()
|
||||
|
||||
# Compute edge to face table
|
||||
mask0 = order[:,0] == 0
|
||||
mask1 = order[:,0] == 1
|
||||
tris_per_edge[idx_map[mask0], 0] = tris[mask0]
|
||||
tris_per_edge[idx_map[mask1], 1] = tris[mask1]
|
||||
|
||||
return tris_per_edge
|
||||
|
||||
######################################################################################
|
||||
# Align base mesh to reference mesh:move & rescale to match bounding boxes.
|
||||
######################################################################################
|
||||
def unit_size(mesh):
|
||||
with torch.no_grad():
|
||||
vmin, vmax = aabb(mesh)
|
||||
scale = 2 / torch.max(vmax - vmin).item()
|
||||
v_pos = mesh.v_pos - (vmax + vmin) / 2 # Center mesh on origin
|
||||
v_pos = v_pos * scale # Rescale to unit size
|
||||
|
||||
return Mesh(v_pos, base=mesh)
|
||||
|
||||
######################################################################################
|
||||
# Center & scale mesh for rendering
|
||||
######################################################################################
|
||||
def center_by_reference(base_mesh, ref_aabb, scale):
|
||||
center = (ref_aabb[0] + ref_aabb[1]) * 0.5
|
||||
scale = scale / torch.max(ref_aabb[1] - ref_aabb[0]).item()
|
||||
v_pos = (base_mesh.v_pos - center[None, ...]) * scale
|
||||
return Mesh(v_pos, base=base_mesh)
|
||||
|
||||
######################################################################################
|
||||
# Simple smooth vertex normal computation
|
||||
######################################################################################
|
||||
def auto_normals(imesh):
|
||||
|
||||
i0 = imesh.t_pos_idx[:, 0]
|
||||
i1 = imesh.t_pos_idx[:, 1]
|
||||
i2 = imesh.t_pos_idx[:, 2]
|
||||
|
||||
v0 = imesh.v_pos[i0, :]
|
||||
v1 = imesh.v_pos[i1, :]
|
||||
v2 = imesh.v_pos[i2, :]
|
||||
|
||||
face_normals = torch.cross(v1 - v0, v2 - v0)
|
||||
|
||||
# Splat face normals to vertices
|
||||
v_nrm = torch.zeros_like(imesh.v_pos)
|
||||
v_nrm.scatter_add_(0, i0[:, None].repeat(1,3), face_normals)
|
||||
v_nrm.scatter_add_(0, i1[:, None].repeat(1,3), face_normals)
|
||||
v_nrm.scatter_add_(0, i2[:, None].repeat(1,3), face_normals)
|
||||
|
||||
# Normalize, replace zero (degenerated) normals with some default value
|
||||
v_nrm = torch.where(util.dot(v_nrm, v_nrm) > 1e-20, v_nrm, torch.tensor([0.0, 0.0, 1.0], dtype=torch.float32, device='cuda'))
|
||||
v_nrm = util.safe_normalize(v_nrm)
|
||||
|
||||
if torch.is_anomaly_enabled():
|
||||
assert torch.all(torch.isfinite(v_nrm))
|
||||
|
||||
return Mesh(v_nrm=v_nrm, t_nrm_idx=imesh.t_pos_idx, base=imesh)
|
||||
|
||||
######################################################################################
|
||||
# Compute tangent space from texture map coordinates
|
||||
# Follows http://www.mikktspace.com/ conventions
|
||||
######################################################################################
|
||||
def compute_tangents(imesh):
|
||||
vn_idx = [None] * 3
|
||||
pos = [None] * 3
|
||||
tex = [None] * 3
|
||||
for i in range(0,3):
|
||||
pos[i] = imesh.v_pos[imesh.t_pos_idx[:, i]]
|
||||
tex[i] = imesh.v_tex[imesh.t_tex_idx[:, i]]
|
||||
vn_idx[i] = imesh.t_nrm_idx[:, i]
|
||||
|
||||
tangents = torch.zeros_like(imesh.v_nrm)
|
||||
tansum = torch.zeros_like(imesh.v_nrm)
|
||||
|
||||
# Compute tangent space for each triangle
|
||||
uve1 = tex[1] - tex[0]
|
||||
uve2 = tex[2] - tex[0]
|
||||
pe1 = pos[1] - pos[0]
|
||||
pe2 = pos[2] - pos[0]
|
||||
|
||||
nom = (pe1 * uve2[..., 1:2] - pe2 * uve1[..., 1:2])
|
||||
denom = (uve1[..., 0:1] * uve2[..., 1:2] - uve1[..., 1:2] * uve2[..., 0:1])
|
||||
|
||||
# Avoid division by zero for degenerated texture coordinates
|
||||
tang = nom / torch.where(denom > 0.0, torch.clamp(denom, min=1e-6), torch.clamp(denom, max=-1e-6))
|
||||
|
||||
# Update all 3 vertices
|
||||
for i in range(0,3):
|
||||
idx = vn_idx[i][:, None].repeat(1,3)
|
||||
tangents.scatter_add_(0, idx, tang) # tangents[n_i] = tangents[n_i] + tang
|
||||
tansum.scatter_add_(0, idx, torch.ones_like(tang)) # tansum[n_i] = tansum[n_i] + 1
|
||||
tangents = tangents / tansum
|
||||
|
||||
# Normalize and make sure tangent is perpendicular to normal
|
||||
tangents = util.safe_normalize(tangents)
|
||||
tangents = util.safe_normalize(tangents - util.dot(tangents, imesh.v_nrm) * imesh.v_nrm)
|
||||
|
||||
if torch.is_anomaly_enabled():
|
||||
assert torch.all(torch.isfinite(tangents))
|
||||
|
||||
return Mesh(v_tng=tangents, t_tng_idx=imesh.t_nrm_idx, base=imesh)
|
||||
111
render/mlptexture.py
Normal file
111
render/mlptexture.py
Normal file
@@ -0,0 +1,111 @@
|
||||
# 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 numpy as np
|
||||
# import tinycudann as tcnn
|
||||
from gridencoder import GridEncoder
|
||||
|
||||
#######################################################################################################################################################
|
||||
# Small MLP using PyTorch primitives, internal helper class
|
||||
#######################################################################################################################################################
|
||||
|
||||
class _MLP(torch.nn.Module):
|
||||
def __init__(self, cfg, loss_scale=1.0):
|
||||
super(_MLP, self).__init__()
|
||||
self.loss_scale = loss_scale
|
||||
|
||||
net = (torch.nn.Linear(cfg['n_input_dims'], cfg['n_neurons'], bias=False), torch.nn.ReLU())
|
||||
for i in range(cfg['n_hidden_layers']-1):
|
||||
net = net + (torch.nn.Linear(cfg['n_neurons'], cfg['n_neurons'], bias=False), torch.nn.ReLU())
|
||||
net = net + (torch.nn.Linear(cfg['n_neurons'], cfg['n_output_dims'], bias=False),)
|
||||
self.net = torch.nn.Sequential(*net).cuda()
|
||||
|
||||
self.net.apply(self._init_weights)
|
||||
|
||||
# if self.loss_scale != 1.0:
|
||||
# self.net.register_full_backward_hook(lambda module, grad_i, grad_o: (grad_i[0] * self.loss_scale, ))
|
||||
|
||||
def forward(self, x):
|
||||
return self.net(x.to(torch.float32))
|
||||
|
||||
@staticmethod
|
||||
def _init_weights(m):
|
||||
if type(m) == torch.nn.Linear:
|
||||
torch.nn.init.kaiming_uniform_(m.weight, nonlinearity='relu')
|
||||
if hasattr(m.bias, 'data'):
|
||||
m.bias.data.fill_(0.0)
|
||||
|
||||
#######################################################################################################################################################
|
||||
# Outward visible MLP class
|
||||
#######################################################################################################################################################
|
||||
|
||||
class MLPTexture3D(torch.nn.Module):
|
||||
def __init__(self, AABB, channels = 9, internal_dims = 32, hidden = 2, min_max = None):
|
||||
super(MLPTexture3D, self).__init__()
|
||||
|
||||
self.channels = channels
|
||||
self.internal_dims = internal_dims
|
||||
self.AABB = AABB
|
||||
self.min_max = min_max
|
||||
|
||||
# Setup positional encoding, see https://github.com/NVlabs/tiny-cuda-nn for details
|
||||
desired_resolution = 4096
|
||||
base_grid_resolution = 16
|
||||
num_levels = 16
|
||||
per_level_scale = np.exp(np.log(desired_resolution / base_grid_resolution) / (num_levels-1))
|
||||
|
||||
# enc_cfg = {
|
||||
# "otype": "HashGrid",
|
||||
# "n_levels": num_levels,
|
||||
# "n_features_per_level": 2,
|
||||
# "log2_hashmap_size": 19,
|
||||
# "base_resolution": base_grid_resolution,
|
||||
# "per_level_scale" : per_level_scale
|
||||
# }
|
||||
|
||||
# gradient_scaling = 128.0
|
||||
# self.encoder = tcnn.Encoding(3, enc_cfg)
|
||||
# self.encoder.register_full_backward_hook(lambda module, grad_i, grad_o: (grad_i[0] / gradient_scaling, ))
|
||||
|
||||
self.encoder = GridEncoder(3, num_levels, base_resolution=base_grid_resolution, per_level_scale=per_level_scale).cuda()
|
||||
|
||||
# Setup MLP
|
||||
mlp_cfg = {
|
||||
"n_input_dims" : self.encoder.output_dim,
|
||||
"n_output_dims" : self.channels,
|
||||
"n_hidden_layers" : hidden,
|
||||
"n_neurons" : self.internal_dims
|
||||
}
|
||||
self.net = _MLP(mlp_cfg)
|
||||
print("Encoder output: %d dims" % (self.encoder.output_dim))
|
||||
|
||||
# Sample texture at a given location
|
||||
def sample(self, texc):
|
||||
# texc: [n, h, w, 3]
|
||||
# normalize coords into [0, 1]
|
||||
_texc = (texc.view(-1, 3) - self.AABB[0][None, ...]) / (self.AABB[1][None, ...] - self.AABB[0][None, ...])
|
||||
_texc = torch.clamp(_texc, min=0, max=1)
|
||||
|
||||
p_enc = self.encoder(_texc.contiguous())
|
||||
out = self.net.forward(p_enc)
|
||||
|
||||
# Sigmoid limit and scale to the allowed range
|
||||
out = torch.sigmoid(out) * (self.min_max[1][None, :] - self.min_max[0][None, :]) + self.min_max[0][None, :]
|
||||
|
||||
return out.view(*texc.shape[:-1], self.channels) # Remap to [n, h, w, 9]
|
||||
|
||||
# In-place clamp with no derivative to make sure values are in valid range after training
|
||||
def clamp_(self):
|
||||
pass
|
||||
|
||||
def cleanup(self):
|
||||
# tcnn.free_temporary_memory()
|
||||
pass
|
||||
|
||||
179
render/obj.py
Normal file
179
render/obj.py
Normal file
@@ -0,0 +1,179 @@
|
||||
# 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 os
|
||||
import torch
|
||||
|
||||
from . import texture
|
||||
from . import mesh
|
||||
from . import material
|
||||
|
||||
######################################################################################
|
||||
# Utility functions
|
||||
######################################################################################
|
||||
|
||||
def _find_mat(materials, name):
|
||||
for mat in materials:
|
||||
if mat['name'] == name:
|
||||
return mat
|
||||
return materials[0] # Materials 0 is the default
|
||||
|
||||
######################################################################################
|
||||
# Create mesh object from objfile
|
||||
######################################################################################
|
||||
|
||||
def load_obj(filename, clear_ks=True, mtl_override=None):
|
||||
obj_path = os.path.dirname(filename)
|
||||
|
||||
# Read entire file
|
||||
with open(filename, 'r') as f:
|
||||
lines = f.readlines()
|
||||
|
||||
# Load materials
|
||||
all_materials = [
|
||||
{
|
||||
'name' : '_default_mat',
|
||||
'bsdf' : 'pbr',
|
||||
'kd' : texture.Texture2D(torch.tensor([0.5, 0.5, 0.5], dtype=torch.float32, device='cuda')),
|
||||
'ks' : texture.Texture2D(torch.tensor([0.0, 0.0, 0.0], dtype=torch.float32, device='cuda'))
|
||||
}
|
||||
]
|
||||
if mtl_override is None:
|
||||
for line in lines:
|
||||
if len(line.split()) == 0:
|
||||
continue
|
||||
if line.split()[0] == 'mtllib':
|
||||
all_materials += material.load_mtl(os.path.join(obj_path, line.split()[1]), clear_ks) # Read in entire material library
|
||||
else:
|
||||
all_materials += material.load_mtl(mtl_override)
|
||||
|
||||
# load vertices
|
||||
vertices, texcoords, normals = [], [], []
|
||||
for line in lines:
|
||||
if len(line.split()) == 0:
|
||||
continue
|
||||
|
||||
prefix = line.split()[0].lower()
|
||||
if prefix == 'v':
|
||||
vertices.append([float(v) for v in line.split()[1:]])
|
||||
elif prefix == 'vt':
|
||||
val = [float(v) for v in line.split()[1:]]
|
||||
texcoords.append([val[0], 1.0 - val[1]])
|
||||
elif prefix == 'vn':
|
||||
normals.append([float(v) for v in line.split()[1:]])
|
||||
|
||||
# load faces
|
||||
activeMatIdx = None
|
||||
used_materials = []
|
||||
faces, tfaces, nfaces, mfaces = [], [], [], []
|
||||
for line in lines:
|
||||
if len(line.split()) == 0:
|
||||
continue
|
||||
|
||||
prefix = line.split()[0].lower()
|
||||
if prefix == 'usemtl': # Track used materials
|
||||
mat = _find_mat(all_materials, line.split()[1])
|
||||
if not mat in used_materials:
|
||||
used_materials.append(mat)
|
||||
activeMatIdx = used_materials.index(mat)
|
||||
elif prefix == 'f': # Parse face
|
||||
vs = line.split()[1:]
|
||||
nv = len(vs)
|
||||
vv = vs[0].split('/')
|
||||
v0 = int(vv[0]) - 1
|
||||
t0 = int(vv[1]) - 1 if vv[1] != "" else -1
|
||||
n0 = int(vv[2]) - 1 if vv[2] != "" else -1
|
||||
for i in range(nv - 2): # Triangulate polygons
|
||||
vv = vs[i + 1].split('/')
|
||||
v1 = int(vv[0]) - 1
|
||||
t1 = int(vv[1]) - 1 if vv[1] != "" else -1
|
||||
n1 = int(vv[2]) - 1 if vv[2] != "" else -1
|
||||
vv = vs[i + 2].split('/')
|
||||
v2 = int(vv[0]) - 1
|
||||
t2 = int(vv[1]) - 1 if vv[1] != "" else -1
|
||||
n2 = int(vv[2]) - 1 if vv[2] != "" else -1
|
||||
mfaces.append(activeMatIdx)
|
||||
faces.append([v0, v1, v2])
|
||||
tfaces.append([t0, t1, t2])
|
||||
nfaces.append([n0, n1, n2])
|
||||
assert len(tfaces) == len(faces) and len(nfaces) == len (faces)
|
||||
|
||||
# Create an "uber" material by combining all textures into a larger texture
|
||||
if len(used_materials) > 1:
|
||||
uber_material, texcoords, tfaces = material.merge_materials(used_materials, texcoords, tfaces, mfaces)
|
||||
else:
|
||||
uber_material = used_materials[0]
|
||||
|
||||
vertices = torch.tensor(vertices, dtype=torch.float32, device='cuda')
|
||||
texcoords = torch.tensor(texcoords, dtype=torch.float32, device='cuda') if len(texcoords) > 0 else None
|
||||
normals = torch.tensor(normals, dtype=torch.float32, device='cuda') if len(normals) > 0 else None
|
||||
|
||||
faces = torch.tensor(faces, dtype=torch.int64, device='cuda')
|
||||
tfaces = torch.tensor(tfaces, dtype=torch.int64, device='cuda') if texcoords is not None else None
|
||||
nfaces = torch.tensor(nfaces, dtype=torch.int64, device='cuda') if normals is not None else None
|
||||
|
||||
print(f'[load_obj] vertices: {vertices.shape}, faces: {faces.shape}')
|
||||
print(f'[load_obj] texcoords: {texcoords.shape if texcoords is not None else "None"}')
|
||||
|
||||
return mesh.Mesh(vertices, faces, normals, nfaces, texcoords, tfaces, material=uber_material)
|
||||
|
||||
######################################################################################
|
||||
# Save mesh object to objfile
|
||||
######################################################################################
|
||||
|
||||
def write_obj(folder, mesh, save_material=True):
|
||||
obj_file = os.path.join(folder, 'mesh.obj')
|
||||
print("Writing mesh: ", obj_file)
|
||||
with open(obj_file, "w") as f:
|
||||
f.write("mtllib mesh.mtl\n")
|
||||
f.write("g default\n")
|
||||
|
||||
v_pos = mesh.v_pos.detach().cpu().numpy() if mesh.v_pos is not None else None
|
||||
v_nrm = mesh.v_nrm.detach().cpu().numpy() if mesh.v_nrm is not None else None
|
||||
v_tex = mesh.v_tex.detach().cpu().numpy() if mesh.v_tex is not None else None
|
||||
|
||||
t_pos_idx = mesh.t_pos_idx.detach().cpu().numpy() if mesh.t_pos_idx is not None else None
|
||||
t_nrm_idx = mesh.t_nrm_idx.detach().cpu().numpy() if mesh.t_nrm_idx is not None else None
|
||||
t_tex_idx = mesh.t_tex_idx.detach().cpu().numpy() if mesh.t_tex_idx is not None else None
|
||||
|
||||
print(" writing %d vertices" % len(v_pos))
|
||||
for v in v_pos:
|
||||
f.write('v {} {} {} \n'.format(v[0], v[1], v[2]))
|
||||
|
||||
if v_tex is not None:
|
||||
print(" writing %d texcoords" % len(v_tex))
|
||||
assert(len(t_pos_idx) == len(t_tex_idx))
|
||||
for v in v_tex:
|
||||
f.write('vt {} {} \n'.format(v[0], 1.0 - v[1]))
|
||||
|
||||
if v_nrm is not None:
|
||||
print(" writing %d normals" % len(v_nrm))
|
||||
assert(len(t_pos_idx) == len(t_nrm_idx))
|
||||
for v in v_nrm:
|
||||
f.write('vn {} {} {}\n'.format(v[0], v[1], v[2]))
|
||||
|
||||
# faces
|
||||
f.write("s 1 \n")
|
||||
f.write("g pMesh1\n")
|
||||
f.write("usemtl defaultMat\n")
|
||||
|
||||
# Write faces
|
||||
print(" writing %d faces" % len(t_pos_idx))
|
||||
for i in range(len(t_pos_idx)):
|
||||
f.write("f ")
|
||||
for j in range(3):
|
||||
f.write(' %s/%s/%s' % (str(t_pos_idx[i][j]+1), '' if v_tex is None else str(t_tex_idx[i][j]+1), '' if v_nrm is None else str(t_nrm_idx[i][j]+1)))
|
||||
f.write("\n")
|
||||
|
||||
if save_material:
|
||||
mtl_file = os.path.join(folder, 'mesh.mtl')
|
||||
print("Writing material: ", mtl_file)
|
||||
material.save_mtl(mtl_file, mesh.material)
|
||||
|
||||
print("Done exporting mesh")
|
||||
82
render/regularizer.py
Normal file
82
render/regularizer.py
Normal file
@@ -0,0 +1,82 @@
|
||||
# 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 mesh
|
||||
|
||||
######################################################################################
|
||||
# Computes the image gradient, useful for kd/ks smoothness losses
|
||||
######################################################################################
|
||||
def image_grad(buf, std=0.01):
|
||||
t, s = torch.meshgrid(torch.linspace(-1.0 + 1.0 / buf.shape[1], 1.0 - 1.0 / buf.shape[1], buf.shape[1], device="cuda"),
|
||||
torch.linspace(-1.0 + 1.0 / buf.shape[2], 1.0 - 1.0 / buf.shape[2], buf.shape[2], device="cuda"),
|
||||
) # indexing='ij')
|
||||
tc = torch.normal(mean=0, std=std, size=(buf.shape[0], buf.shape[1], buf.shape[2], 2), device="cuda") + torch.stack((s, t), dim=-1)[None, ...]
|
||||
tap = dr.texture(buf, tc, filter_mode='linear', boundary_mode='clamp')
|
||||
return torch.abs(tap[..., :-1] - buf[..., :-1]) * tap[..., -1:] * buf[..., -1:]
|
||||
|
||||
######################################################################################
|
||||
# Computes the avergage edge length of a mesh.
|
||||
# Rough estimate of the tessellation of a mesh. Can be used e.g. to clamp gradients
|
||||
######################################################################################
|
||||
def avg_edge_length(v_pos, t_pos_idx):
|
||||
e_pos_idx = mesh.compute_edges(t_pos_idx)
|
||||
edge_len = util.length(v_pos[e_pos_idx[:, 0]] - v_pos[e_pos_idx[:, 1]])
|
||||
return torch.mean(edge_len)
|
||||
|
||||
######################################################################################
|
||||
# Laplacian regularization using umbrella operator (Fujiwara / Desbrun).
|
||||
# https://mgarland.org/class/geom04/material/smoothing.pdf
|
||||
######################################################################################
|
||||
def laplace_regularizer_const(v_pos, t_pos_idx):
|
||||
term = torch.zeros_like(v_pos)
|
||||
norm = torch.zeros_like(v_pos[..., 0:1])
|
||||
|
||||
v0 = v_pos[t_pos_idx[:, 0], :]
|
||||
v1 = v_pos[t_pos_idx[:, 1], :]
|
||||
v2 = v_pos[t_pos_idx[:, 2], :]
|
||||
|
||||
term.scatter_add_(0, t_pos_idx[:, 0:1].repeat(1,3), (v1 - v0) + (v2 - v0))
|
||||
term.scatter_add_(0, t_pos_idx[:, 1:2].repeat(1,3), (v0 - v1) + (v2 - v1))
|
||||
term.scatter_add_(0, t_pos_idx[:, 2:3].repeat(1,3), (v0 - v2) + (v1 - v2))
|
||||
|
||||
two = torch.ones_like(v0) * 2.0
|
||||
norm.scatter_add_(0, t_pos_idx[:, 0:1], two)
|
||||
norm.scatter_add_(0, t_pos_idx[:, 1:2], two)
|
||||
norm.scatter_add_(0, t_pos_idx[:, 2:3], two)
|
||||
|
||||
term = term / torch.clamp(norm, min=1.0)
|
||||
|
||||
return torch.mean(term**2)
|
||||
|
||||
######################################################################################
|
||||
# Smooth vertex normals
|
||||
######################################################################################
|
||||
def normal_consistency(v_pos, t_pos_idx):
|
||||
# Compute face normals
|
||||
v0 = v_pos[t_pos_idx[:, 0], :]
|
||||
v1 = v_pos[t_pos_idx[:, 1], :]
|
||||
v2 = v_pos[t_pos_idx[:, 2], :]
|
||||
|
||||
face_normals = util.safe_normalize(torch.cross(v1 - v0, v2 - v0))
|
||||
|
||||
tris_per_edge = mesh.compute_edge_to_face_mapping(t_pos_idx)
|
||||
|
||||
# Fetch normals for both faces sharind an edge
|
||||
n0 = face_normals[tris_per_edge[:, 0], :]
|
||||
n1 = face_normals[tris_per_edge[:, 1], :]
|
||||
|
||||
# Compute error metric based on normal difference
|
||||
term = torch.clamp(util.dot(n0, n1), min=-1.0, max=1.0)
|
||||
term = (1.0 - term) * 0.5
|
||||
|
||||
return torch.mean(torch.abs(term))
|
||||
311
render/render.py
Normal file
311
render/render.py
Normal file
@@ -0,0 +1,311 @@
|
||||
# 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 numpy as np
|
||||
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_mask,
|
||||
gb_geometric_normal,
|
||||
gb_normal,
|
||||
gb_tangent,
|
||||
gb_texc,
|
||||
gb_texc_deriv,
|
||||
view_pos,
|
||||
lgt,
|
||||
material,
|
||||
bsdf
|
||||
):
|
||||
|
||||
################################################################################
|
||||
# Texture lookups
|
||||
################################################################################
|
||||
perturbed_nrm = 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:
|
||||
kd_jitter = material['kd'].sample(gb_texc + torch.normal(mean=0, std=0.005, size=gb_texc.shape, device="cuda"), gb_texc_deriv)
|
||||
kd = material['kd'].sample(gb_texc, gb_texc_deriv)
|
||||
ks = material['ks'].sample(gb_texc, gb_texc_deriv)[..., 0:3] # skip alpha
|
||||
if 'normal' in material:
|
||||
perturbed_nrm = material['normal'].sample(gb_texc, gb_texc_deriv)
|
||||
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])
|
||||
kd = kd[..., 0:3]
|
||||
|
||||
################################################################################
|
||||
# Normal perturbation & normal bend
|
||||
################################################################################
|
||||
if 'no_perturbed_nrm' in material and material['no_perturbed_nrm']:
|
||||
perturbed_nrm = 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)
|
||||
|
||||
################################################################################
|
||||
# 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':
|
||||
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_normal, kd, ks, view_pos, specular=False)
|
||||
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
|
||||
|
||||
# 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 + 1.0) * 0.5, gb_mask), dim=-1),
|
||||
}
|
||||
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
|
||||
):
|
||||
|
||||
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')
|
||||
rast_out_deriv_s = util.scale_img_nhwc(rast_deriv, resolution, mag='nearest', min='nearest') * spp
|
||||
else:
|
||||
rast_out_s = rast
|
||||
rast_out_deriv_s = rast_deriv
|
||||
|
||||
################################################################################
|
||||
# Interpolate attributes
|
||||
################################################################################
|
||||
|
||||
# Interpolate world space position
|
||||
gb_pos, _ = interpolate(mesh.v_pos[None, ...], rast_out_s, mesh.t_pos_idx.int())
|
||||
gb_mask, _ = interpolate(torch.ones_like(mesh.v_pos[None, ..., :1]), 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())
|
||||
|
||||
# Compute tangent space
|
||||
assert mesh.v_nrm is not None and mesh.v_tng is not None
|
||||
gb_normal, _ = interpolate(mesh.v_nrm[None, ...], rast_out_s, mesh.t_nrm_idx.int())
|
||||
gb_tangent, _ = interpolate(mesh.v_tng[None, ...], rast_out_s, mesh.t_tng_idx.int()) # Interpolate tangents
|
||||
|
||||
# Texture coordinate
|
||||
assert mesh.v_tex is not None
|
||||
gb_texc, gb_texc_deriv = interpolate(mesh.v_tex[None, ...], rast_out_s, mesh.t_tex_idx.int(), rast_db=rast_out_deriv_s)
|
||||
|
||||
################################################################################
|
||||
# Shade
|
||||
################################################################################
|
||||
|
||||
buffers = shade(gb_pos, gb_mask, gb_geometric_normal, gb_normal, gb_tangent, gb_texc, gb_texc_deriv, view_pos, lgt, mesh.material, bsdf)
|
||||
|
||||
################################################################################
|
||||
# Prepare output
|
||||
################################################################################
|
||||
|
||||
# Scale back up to visibility resolution if using MSAA
|
||||
if spp > 1 and msaa:
|
||||
for key in buffers.keys():
|
||||
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, # mvp, [B, 4, 4]
|
||||
view_pos, # cam pos, [B, 3]
|
||||
lgt,
|
||||
resolution, # [2] (check the custom collate in dataset/dataset.py)
|
||||
spp = 1,
|
||||
num_layers = 1, # always 1
|
||||
msaa = False,
|
||||
background = None,
|
||||
bsdf = None
|
||||
):
|
||||
|
||||
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 reversed(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())
|
||||
return accum
|
||||
|
||||
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) # [B, 1, 1, 3]
|
||||
|
||||
# clip space transform
|
||||
v_pos_clip = ru.xfm_points(mesh.v_pos[None, ...], mtx_in) # just the mvp transform, [1, N, 3]
|
||||
|
||||
# Render all layers front-to-back
|
||||
layers = []
|
||||
with dr.DepthPeeler(ctx, v_pos_clip, mesh.t_pos_idx.int(), full_res) as peeler:
|
||||
for _ in range(num_layers):
|
||||
rast, db = peeler.rasterize_next_layer()
|
||||
layers += [(render_layer(rast, db, mesh, view_pos, lgt, resolution, spp, msaa, bsdf), 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 == 'normal':
|
||||
accum = composite_buffer(key, layers, torch.zeros_like(layers[0][0][key]), True)
|
||||
else:
|
||||
accum = composite_buffer(key, layers, torch.zeros_like(layers[0][0][key]), False)
|
||||
|
||||
# Downscale to framebuffer resolution. Use avg pooling
|
||||
out_buffers[key] = util.avg_pool_nhwc(accum, spp) if spp > 1 else accum
|
||||
|
||||
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"
|
||||
|
||||
mask = (rast[..., -1:] > 0).float()
|
||||
kd = all_tex[..., :-6]
|
||||
ks = all_tex[..., -6:-3]
|
||||
perturbed_nrm = util.safe_normalize(all_tex[..., -3:])
|
||||
|
||||
# antialiasing
|
||||
from sklearn.neighbors import NearestNeighbors
|
||||
from scipy.ndimage import binary_dilation, binary_erosion
|
||||
|
||||
mask_np = mask.cpu().numpy() > 0
|
||||
|
||||
inpaint_region = binary_dilation(mask_np, iterations=3)
|
||||
inpaint_region[mask_np] = 0
|
||||
|
||||
search_region = mask_np.copy()
|
||||
not_search_region = binary_erosion(search_region, iterations=2)
|
||||
search_region[not_search_region] = 0
|
||||
|
||||
search_coords = np.stack(np.nonzero(search_region), axis=-1)
|
||||
inpaint_coords = np.stack(np.nonzero(inpaint_region), axis=-1)
|
||||
|
||||
knn = NearestNeighbors(n_neighbors=1, algorithm='kd_tree').fit(search_coords)
|
||||
_, indices = knn.kneighbors(inpaint_coords)
|
||||
|
||||
inpaint_coords = torch.from_numpy(inpaint_coords).long().to(kd.device)
|
||||
target_coords = torch.from_numpy(search_coords[indices[:, 0]]).long().to(kd.device)
|
||||
|
||||
kd[tuple(inpaint_coords.T)] = kd[tuple(target_coords.T)]
|
||||
ks[tuple(inpaint_coords.T)] = ks[tuple(target_coords.T)]
|
||||
perturbed_nrm[tuple(inpaint_coords.T)] = perturbed_nrm[tuple(target_coords.T)]
|
||||
|
||||
return mask, kd, ks, perturbed_nrm
|
||||
11
render/renderutils/__init__.py
Normal file
11
render/renderutils/__init__.py
Normal file
@@ -0,0 +1,11 @@
|
||||
# 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.
|
||||
|
||||
from .ops import xfm_points, xfm_vectors, image_loss, diffuse_cubemap, specular_cubemap, prepare_shading_normal, lambert, frostbite_diffuse, pbr_specular, pbr_bsdf, _fresnel_shlick, _ndf_ggx, _lambda_ggx, _masking_smith
|
||||
__all__ = ["xfm_vectors", "xfm_points", "image_loss", "diffuse_cubemap","specular_cubemap", "prepare_shading_normal", "lambert", "frostbite_diffuse", "pbr_specular", "pbr_bsdf", "_fresnel_shlick", "_ndf_ggx", "_lambda_ggx", "_masking_smith", ]
|
||||
151
render/renderutils/bsdf.py
Normal file
151
render/renderutils/bsdf.py
Normal file
@@ -0,0 +1,151 @@
|
||||
# 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 math
|
||||
import torch
|
||||
|
||||
NORMAL_THRESHOLD = 0.1
|
||||
|
||||
################################################################################
|
||||
# Vector utility functions
|
||||
################################################################################
|
||||
|
||||
def _dot(x, y):
|
||||
return torch.sum(x*y, -1, keepdim=True)
|
||||
|
||||
def _reflect(x, n):
|
||||
return 2*_dot(x, n)*n - x
|
||||
|
||||
def _safe_normalize(x):
|
||||
return torch.nn.functional.normalize(x, dim = -1)
|
||||
|
||||
def _bend_normal(view_vec, smooth_nrm, geom_nrm, two_sided_shading):
|
||||
# Swap normal direction for backfacing surfaces
|
||||
if two_sided_shading:
|
||||
smooth_nrm = torch.where(_dot(geom_nrm, view_vec) > 0, smooth_nrm, -smooth_nrm)
|
||||
geom_nrm = torch.where(_dot(geom_nrm, view_vec) > 0, geom_nrm, -geom_nrm)
|
||||
|
||||
t = torch.clamp(_dot(view_vec, smooth_nrm) / NORMAL_THRESHOLD, min=0, max=1)
|
||||
return torch.lerp(geom_nrm, smooth_nrm, t)
|
||||
|
||||
|
||||
def _perturb_normal(perturbed_nrm, smooth_nrm, smooth_tng, opengl):
|
||||
smooth_bitang = _safe_normalize(torch.cross(smooth_tng, smooth_nrm))
|
||||
if opengl:
|
||||
shading_nrm = smooth_tng * perturbed_nrm[..., 0:1] - smooth_bitang * perturbed_nrm[..., 1:2] + smooth_nrm * torch.clamp(perturbed_nrm[..., 2:3], min=0.0)
|
||||
else:
|
||||
shading_nrm = smooth_tng * perturbed_nrm[..., 0:1] + smooth_bitang * perturbed_nrm[..., 1:2] + smooth_nrm * torch.clamp(perturbed_nrm[..., 2:3], min=0.0)
|
||||
return _safe_normalize(shading_nrm)
|
||||
|
||||
def bsdf_prepare_shading_normal(pos, view_pos, perturbed_nrm, smooth_nrm, smooth_tng, geom_nrm, two_sided_shading, opengl):
|
||||
smooth_nrm = _safe_normalize(smooth_nrm)
|
||||
smooth_tng = _safe_normalize(smooth_tng)
|
||||
view_vec = _safe_normalize(view_pos - pos)
|
||||
shading_nrm = _perturb_normal(perturbed_nrm, smooth_nrm, smooth_tng, opengl)
|
||||
return _bend_normal(view_vec, shading_nrm, geom_nrm, two_sided_shading)
|
||||
|
||||
################################################################################
|
||||
# Simple lambertian diffuse BSDF
|
||||
################################################################################
|
||||
|
||||
def bsdf_lambert(nrm, wi):
|
||||
return torch.clamp(_dot(nrm, wi), min=0.0) / math.pi
|
||||
|
||||
################################################################################
|
||||
# Frostbite diffuse
|
||||
################################################################################
|
||||
|
||||
def bsdf_frostbite(nrm, wi, wo, linearRoughness):
|
||||
wiDotN = _dot(wi, nrm)
|
||||
woDotN = _dot(wo, nrm)
|
||||
|
||||
h = _safe_normalize(wo + wi)
|
||||
wiDotH = _dot(wi, h)
|
||||
|
||||
energyBias = 0.5 * linearRoughness
|
||||
energyFactor = 1.0 - (0.51 / 1.51) * linearRoughness
|
||||
f90 = energyBias + 2.0 * wiDotH * wiDotH * linearRoughness
|
||||
f0 = 1.0
|
||||
|
||||
wiScatter = bsdf_fresnel_shlick(f0, f90, wiDotN)
|
||||
woScatter = bsdf_fresnel_shlick(f0, f90, woDotN)
|
||||
res = wiScatter * woScatter * energyFactor
|
||||
return torch.where((wiDotN > 0.0) & (woDotN > 0.0), res, torch.zeros_like(res))
|
||||
|
||||
################################################################################
|
||||
# Phong specular, loosely based on mitsuba implementation
|
||||
################################################################################
|
||||
|
||||
def bsdf_phong(nrm, wo, wi, N):
|
||||
dp_r = torch.clamp(_dot(_reflect(wo, nrm), wi), min=0.0, max=1.0)
|
||||
dp_l = torch.clamp(_dot(nrm, wi), min=0.0, max=1.0)
|
||||
return (dp_r ** N) * dp_l * (N + 2) / (2 * math.pi)
|
||||
|
||||
################################################################################
|
||||
# PBR's implementation of GGX specular
|
||||
################################################################################
|
||||
|
||||
specular_epsilon = 1e-4
|
||||
|
||||
def bsdf_fresnel_shlick(f0, f90, cosTheta):
|
||||
_cosTheta = torch.clamp(cosTheta, min=specular_epsilon, max=1.0 - specular_epsilon)
|
||||
return f0 + (f90 - f0) * (1.0 - _cosTheta) ** 5.0
|
||||
|
||||
def bsdf_ndf_ggx(alphaSqr, cosTheta):
|
||||
_cosTheta = torch.clamp(cosTheta, min=specular_epsilon, max=1.0 - specular_epsilon)
|
||||
d = (_cosTheta * alphaSqr - _cosTheta) * _cosTheta + 1
|
||||
return alphaSqr / (d * d * math.pi)
|
||||
|
||||
def bsdf_lambda_ggx(alphaSqr, cosTheta):
|
||||
_cosTheta = torch.clamp(cosTheta, min=specular_epsilon, max=1.0 - specular_epsilon)
|
||||
cosThetaSqr = _cosTheta * _cosTheta
|
||||
tanThetaSqr = (1.0 - cosThetaSqr) / cosThetaSqr
|
||||
res = 0.5 * (torch.sqrt(1 + alphaSqr * tanThetaSqr) - 1.0)
|
||||
return res
|
||||
|
||||
def bsdf_masking_smith_ggx_correlated(alphaSqr, cosThetaI, cosThetaO):
|
||||
lambdaI = bsdf_lambda_ggx(alphaSqr, cosThetaI)
|
||||
lambdaO = bsdf_lambda_ggx(alphaSqr, cosThetaO)
|
||||
return 1 / (1 + lambdaI + lambdaO)
|
||||
|
||||
def bsdf_pbr_specular(col, nrm, wo, wi, alpha, min_roughness=0.08):
|
||||
_alpha = torch.clamp(alpha, min=min_roughness*min_roughness, max=1.0)
|
||||
alphaSqr = _alpha * _alpha
|
||||
|
||||
h = _safe_normalize(wo + wi)
|
||||
woDotN = _dot(wo, nrm)
|
||||
wiDotN = _dot(wi, nrm)
|
||||
woDotH = _dot(wo, h)
|
||||
nDotH = _dot(nrm, h)
|
||||
|
||||
D = bsdf_ndf_ggx(alphaSqr, nDotH)
|
||||
G = bsdf_masking_smith_ggx_correlated(alphaSqr, woDotN, wiDotN)
|
||||
F = bsdf_fresnel_shlick(col, 1, woDotH)
|
||||
|
||||
w = F * D * G * 0.25 / torch.clamp(woDotN, min=specular_epsilon)
|
||||
|
||||
frontfacing = (woDotN > specular_epsilon) & (wiDotN > specular_epsilon)
|
||||
return torch.where(frontfacing, w, torch.zeros_like(w))
|
||||
|
||||
def bsdf_pbr(kd, arm, pos, nrm, view_pos, light_pos, min_roughness, BSDF):
|
||||
wo = _safe_normalize(view_pos - pos)
|
||||
wi = _safe_normalize(light_pos - pos)
|
||||
|
||||
spec_str = arm[..., 0:1] # x component
|
||||
roughness = arm[..., 1:2] # y component
|
||||
metallic = arm[..., 2:3] # z component
|
||||
ks = (0.04 * (1.0 - metallic) + kd * metallic) * (1 - spec_str)
|
||||
kd = kd * (1.0 - metallic)
|
||||
|
||||
if BSDF == 0:
|
||||
diffuse = kd * bsdf_lambert(nrm, wi)
|
||||
else:
|
||||
diffuse = kd * bsdf_frostbite(nrm, wi, wo, roughness)
|
||||
specular = bsdf_pbr_specular(ks, nrm, wo, wi, roughness*roughness, min_roughness=min_roughness)
|
||||
return diffuse + specular
|
||||
710
render/renderutils/c_src/bsdf.cu
Normal file
710
render/renderutils/c_src/bsdf.cu
Normal file
@@ -0,0 +1,710 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#include "common.h"
|
||||
#include "bsdf.h"
|
||||
|
||||
#define SPECULAR_EPSILON 1e-4f
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
// Lambert functions
|
||||
|
||||
__device__ inline float fwdLambert(const vec3f nrm, const vec3f wi)
|
||||
{
|
||||
return max(dot(nrm, wi) / M_PI, 0.0f);
|
||||
}
|
||||
|
||||
__device__ inline void bwdLambert(const vec3f nrm, const vec3f wi, vec3f& d_nrm, vec3f& d_wi, const float d_out)
|
||||
{
|
||||
if (dot(nrm, wi) > 0.0f)
|
||||
bwdDot(nrm, wi, d_nrm, d_wi, d_out / M_PI);
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
// Fresnel Schlick
|
||||
|
||||
__device__ inline float fwdFresnelSchlick(const float f0, const float f90, const float cosTheta)
|
||||
{
|
||||
float _cosTheta = clamp(cosTheta, SPECULAR_EPSILON, 1.0f - SPECULAR_EPSILON);
|
||||
float scale = powf(1.0f - _cosTheta, 5.0f);
|
||||
return f0 * (1.0f - scale) + f90 * scale;
|
||||
}
|
||||
|
||||
__device__ inline void bwdFresnelSchlick(const float f0, const float f90, const float cosTheta, float& d_f0, float& d_f90, float& d_cosTheta, const float d_out)
|
||||
{
|
||||
float _cosTheta = clamp(cosTheta, SPECULAR_EPSILON, 1.0f - SPECULAR_EPSILON);
|
||||
float scale = pow(max(1.0f - _cosTheta, 0.0f), 5.0f);
|
||||
d_f0 += d_out * (1.0 - scale);
|
||||
d_f90 += d_out * scale;
|
||||
if (cosTheta >= SPECULAR_EPSILON && cosTheta < 1.0f - SPECULAR_EPSILON)
|
||||
{
|
||||
d_cosTheta += d_out * (f90 - f0) * -5.0f * powf(1.0f - cosTheta, 4.0f);
|
||||
}
|
||||
}
|
||||
|
||||
__device__ inline vec3f fwdFresnelSchlick(const vec3f f0, const vec3f f90, const float cosTheta)
|
||||
{
|
||||
float _cosTheta = clamp(cosTheta, SPECULAR_EPSILON, 1.0f - SPECULAR_EPSILON);
|
||||
float scale = powf(1.0f - _cosTheta, 5.0f);
|
||||
return f0 * (1.0f - scale) + f90 * scale;
|
||||
}
|
||||
|
||||
__device__ inline void bwdFresnelSchlick(const vec3f f0, const vec3f f90, const float cosTheta, vec3f& d_f0, vec3f& d_f90, float& d_cosTheta, const vec3f d_out)
|
||||
{
|
||||
float _cosTheta = clamp(cosTheta, SPECULAR_EPSILON, 1.0f - SPECULAR_EPSILON);
|
||||
float scale = pow(max(1.0f - _cosTheta, 0.0f), 5.0f);
|
||||
d_f0 += d_out * (1.0 - scale);
|
||||
d_f90 += d_out * scale;
|
||||
if (cosTheta >= SPECULAR_EPSILON && cosTheta < 1.0f - SPECULAR_EPSILON)
|
||||
{
|
||||
d_cosTheta += sum(d_out * (f90 - f0) * -5.0f * powf(1.0f - cosTheta, 4.0f));
|
||||
}
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
// Frostbite diffuse
|
||||
|
||||
__device__ inline float fwdFrostbiteDiffuse(const vec3f nrm, const vec3f wi, const vec3f wo, float linearRoughness)
|
||||
{
|
||||
float wiDotN = dot(wi, nrm);
|
||||
float woDotN = dot(wo, nrm);
|
||||
if (wiDotN > 0.0f && woDotN > 0.0f)
|
||||
{
|
||||
vec3f h = safeNormalize(wo + wi);
|
||||
float wiDotH = dot(wi, h);
|
||||
|
||||
float energyBias = 0.5f * linearRoughness;
|
||||
float energyFactor = 1.0f - (0.51f / 1.51f) * linearRoughness;
|
||||
float f90 = energyBias + 2.f * wiDotH * wiDotH * linearRoughness;
|
||||
float f0 = 1.f;
|
||||
|
||||
float wiScatter = fwdFresnelSchlick(f0, f90, wiDotN);
|
||||
float woScatter = fwdFresnelSchlick(f0, f90, woDotN);
|
||||
|
||||
return wiScatter * woScatter * energyFactor;
|
||||
}
|
||||
else return 0.0f;
|
||||
}
|
||||
|
||||
__device__ inline void bwdFrostbiteDiffuse(const vec3f nrm, const vec3f wi, const vec3f wo, float linearRoughness, vec3f& d_nrm, vec3f& d_wi, vec3f& d_wo, float &d_linearRoughness, const float d_out)
|
||||
{
|
||||
float wiDotN = dot(wi, nrm);
|
||||
float woDotN = dot(wo, nrm);
|
||||
|
||||
if (wiDotN > 0.0f && woDotN > 0.0f)
|
||||
{
|
||||
vec3f h = safeNormalize(wo + wi);
|
||||
float wiDotH = dot(wi, h);
|
||||
|
||||
float energyBias = 0.5f * linearRoughness;
|
||||
float energyFactor = 1.0f - (0.51f / 1.51f) * linearRoughness;
|
||||
float f90 = energyBias + 2.f * wiDotH * wiDotH * linearRoughness;
|
||||
float f0 = 1.f;
|
||||
|
||||
float wiScatter = fwdFresnelSchlick(f0, f90, wiDotN);
|
||||
float woScatter = fwdFresnelSchlick(f0, f90, woDotN);
|
||||
|
||||
// -------------- BWD --------------
|
||||
// Backprop: return wiScatter * woScatter * energyFactor;
|
||||
float d_wiScatter = d_out * woScatter * energyFactor;
|
||||
float d_woScatter = d_out * wiScatter * energyFactor;
|
||||
float d_energyFactor = d_out * wiScatter * woScatter;
|
||||
|
||||
// Backprop: float woScatter = fwdFresnelSchlick(f0, f90, woDotN);
|
||||
float d_woDotN = 0.0f, d_f0 = 0.0, d_f90 = 0.0f;
|
||||
bwdFresnelSchlick(f0, f90, woDotN, d_f0, d_f90, d_woDotN, d_woScatter);
|
||||
|
||||
// Backprop: float wiScatter = fwdFresnelSchlick(fd0, fd90, wiDotN);
|
||||
float d_wiDotN = 0.0f;
|
||||
bwdFresnelSchlick(f0, f90, wiDotN, d_f0, d_f90, d_wiDotN, d_wiScatter);
|
||||
|
||||
// Backprop: float f90 = energyBias + 2.f * wiDotH * wiDotH * linearRoughness;
|
||||
float d_energyBias = d_f90;
|
||||
float d_wiDotH = d_f90 * 4 * wiDotH * linearRoughness;
|
||||
d_linearRoughness += d_f90 * 2 * wiDotH * wiDotH;
|
||||
|
||||
// Backprop: float energyFactor = 1.0f - (0.51f / 1.51f) * linearRoughness;
|
||||
d_linearRoughness -= (0.51f / 1.51f) * d_energyFactor;
|
||||
|
||||
// Backprop: float energyBias = 0.5f * linearRoughness;
|
||||
d_linearRoughness += 0.5 * d_energyBias;
|
||||
|
||||
// Backprop: float wiDotH = dot(wi, h);
|
||||
vec3f d_h(0);
|
||||
bwdDot(wi, h, d_wi, d_h, d_wiDotH);
|
||||
|
||||
// Backprop: vec3f h = safeNormalize(wo + wi);
|
||||
vec3f d_wo_wi(0);
|
||||
bwdSafeNormalize(wo + wi, d_wo_wi, d_h);
|
||||
d_wi += d_wo_wi; d_wo += d_wo_wi;
|
||||
|
||||
bwdDot(wo, nrm, d_wo, d_nrm, d_woDotN);
|
||||
bwdDot(wi, nrm, d_wi, d_nrm, d_wiDotN);
|
||||
}
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
// Ndf GGX
|
||||
|
||||
__device__ inline float fwdNdfGGX(const float alphaSqr, const float cosTheta)
|
||||
{
|
||||
float _cosTheta = clamp(cosTheta, SPECULAR_EPSILON, 1.0f - SPECULAR_EPSILON);
|
||||
float d = (_cosTheta * alphaSqr - _cosTheta) * _cosTheta + 1.0f;
|
||||
return alphaSqr / (d * d * M_PI);
|
||||
}
|
||||
|
||||
__device__ inline void bwdNdfGGX(const float alphaSqr, const float cosTheta, float& d_alphaSqr, float& d_cosTheta, const float d_out)
|
||||
{
|
||||
// Torch only back propagates if clamp doesn't trigger
|
||||
float _cosTheta = clamp(cosTheta, SPECULAR_EPSILON, 1.0f - SPECULAR_EPSILON);
|
||||
float cosThetaSqr = _cosTheta * _cosTheta;
|
||||
d_alphaSqr += d_out * (1.0f - (alphaSqr + 1.0f) * cosThetaSqr) / (M_PI * powf((alphaSqr - 1.0) * cosThetaSqr + 1.0f, 3.0f));
|
||||
if (cosTheta > SPECULAR_EPSILON && cosTheta < 1.0f - SPECULAR_EPSILON)
|
||||
{
|
||||
d_cosTheta += d_out * -(4.0f * (alphaSqr - 1.0f) * alphaSqr * cosTheta) / (M_PI * powf((alphaSqr - 1.0) * cosThetaSqr + 1.0f, 3.0f));
|
||||
}
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
// Lambda GGX
|
||||
|
||||
__device__ inline float fwdLambdaGGX(const float alphaSqr, const float cosTheta)
|
||||
{
|
||||
float _cosTheta = clamp(cosTheta, SPECULAR_EPSILON, 1.0f - SPECULAR_EPSILON);
|
||||
float cosThetaSqr = _cosTheta * _cosTheta;
|
||||
float tanThetaSqr = (1.0 - cosThetaSqr) / cosThetaSqr;
|
||||
float res = 0.5f * (sqrtf(1.0f + alphaSqr * tanThetaSqr) - 1.0f);
|
||||
return res;
|
||||
}
|
||||
|
||||
__device__ inline void bwdLambdaGGX(const float alphaSqr, const float cosTheta, float& d_alphaSqr, float& d_cosTheta, const float d_out)
|
||||
{
|
||||
float _cosTheta = clamp(cosTheta, SPECULAR_EPSILON, 1.0f - SPECULAR_EPSILON);
|
||||
float cosThetaSqr = _cosTheta * _cosTheta;
|
||||
float tanThetaSqr = (1.0 - cosThetaSqr) / cosThetaSqr;
|
||||
float res = 0.5f * (sqrtf(1.0f + alphaSqr * tanThetaSqr) - 1.0f);
|
||||
|
||||
d_alphaSqr += d_out * (0.25 * tanThetaSqr) / sqrtf(alphaSqr * tanThetaSqr + 1.0f);
|
||||
if (cosTheta > SPECULAR_EPSILON && cosTheta < 1.0f - SPECULAR_EPSILON)
|
||||
d_cosTheta += d_out * -(0.5 * alphaSqr) / (powf(_cosTheta, 3.0f) * sqrtf(alphaSqr / cosThetaSqr - alphaSqr + 1.0f));
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
// Masking GGX
|
||||
|
||||
__device__ inline float fwdMaskingSmithGGXCorrelated(const float alphaSqr, const float cosThetaI, const float cosThetaO)
|
||||
{
|
||||
float lambdaI = fwdLambdaGGX(alphaSqr, cosThetaI);
|
||||
float lambdaO = fwdLambdaGGX(alphaSqr, cosThetaO);
|
||||
return 1.0f / (1.0f + lambdaI + lambdaO);
|
||||
}
|
||||
|
||||
__device__ inline void bwdMaskingSmithGGXCorrelated(const float alphaSqr, const float cosThetaI, const float cosThetaO, float& d_alphaSqr, float& d_cosThetaI, float& d_cosThetaO, const float d_out)
|
||||
{
|
||||
// FWD eval
|
||||
float lambdaI = fwdLambdaGGX(alphaSqr, cosThetaI);
|
||||
float lambdaO = fwdLambdaGGX(alphaSqr, cosThetaO);
|
||||
|
||||
// BWD eval
|
||||
float d_lambdaIO = -d_out / powf(1.0f + lambdaI + lambdaO, 2.0f);
|
||||
bwdLambdaGGX(alphaSqr, cosThetaI, d_alphaSqr, d_cosThetaI, d_lambdaIO);
|
||||
bwdLambdaGGX(alphaSqr, cosThetaO, d_alphaSqr, d_cosThetaO, d_lambdaIO);
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
// GGX specular
|
||||
|
||||
__device__ vec3f fwdPbrSpecular(const vec3f col, const vec3f nrm, const vec3f wo, const vec3f wi, const float alpha, const float min_roughness)
|
||||
{
|
||||
float _alpha = clamp(alpha, min_roughness * min_roughness, 1.0f);
|
||||
float alphaSqr = _alpha * _alpha;
|
||||
|
||||
vec3f h = safeNormalize(wo + wi);
|
||||
float woDotN = dot(wo, nrm);
|
||||
float wiDotN = dot(wi, nrm);
|
||||
float woDotH = dot(wo, h);
|
||||
float nDotH = dot(nrm, h);
|
||||
|
||||
float D = fwdNdfGGX(alphaSqr, nDotH);
|
||||
float G = fwdMaskingSmithGGXCorrelated(alphaSqr, woDotN, wiDotN);
|
||||
vec3f F = fwdFresnelSchlick(col, 1.0f, woDotH);
|
||||
vec3f w = F * D * G * 0.25 / woDotN;
|
||||
|
||||
bool frontfacing = (woDotN > SPECULAR_EPSILON) & (wiDotN > SPECULAR_EPSILON);
|
||||
return frontfacing ? w : 0.0f;
|
||||
}
|
||||
|
||||
__device__ void bwdPbrSpecular(
|
||||
const vec3f col, const vec3f nrm, const vec3f wo, const vec3f wi, const float alpha, const float min_roughness,
|
||||
vec3f& d_col, vec3f& d_nrm, vec3f& d_wo, vec3f& d_wi, float& d_alpha, const vec3f d_out)
|
||||
{
|
||||
///////////////////////////////////////////////////////////////////////
|
||||
// FWD eval
|
||||
|
||||
float _alpha = clamp(alpha, min_roughness * min_roughness, 1.0f);
|
||||
float alphaSqr = _alpha * _alpha;
|
||||
|
||||
vec3f h = safeNormalize(wo + wi);
|
||||
float woDotN = dot(wo, nrm);
|
||||
float wiDotN = dot(wi, nrm);
|
||||
float woDotH = dot(wo, h);
|
||||
float nDotH = dot(nrm, h);
|
||||
|
||||
float D = fwdNdfGGX(alphaSqr, nDotH);
|
||||
float G = fwdMaskingSmithGGXCorrelated(alphaSqr, woDotN, wiDotN);
|
||||
vec3f F = fwdFresnelSchlick(col, 1.0f, woDotH);
|
||||
vec3f w = F * D * G * 0.25 / woDotN;
|
||||
bool frontfacing = (woDotN > SPECULAR_EPSILON) & (wiDotN > SPECULAR_EPSILON);
|
||||
|
||||
if (frontfacing)
|
||||
{
|
||||
///////////////////////////////////////////////////////////////////////
|
||||
// BWD eval
|
||||
|
||||
vec3f d_F = d_out * D * G * 0.25f / woDotN;
|
||||
float d_D = sum(d_out * F * G * 0.25f / woDotN);
|
||||
float d_G = sum(d_out * F * D * 0.25f / woDotN);
|
||||
|
||||
float d_woDotN = -sum(d_out * F * D * G * 0.25f / (woDotN * woDotN));
|
||||
|
||||
vec3f d_f90(0);
|
||||
float d_woDotH(0), d_wiDotN(0), d_nDotH(0), d_alphaSqr(0);
|
||||
bwdFresnelSchlick(col, 1.0f, woDotH, d_col, d_f90, d_woDotH, d_F);
|
||||
bwdMaskingSmithGGXCorrelated(alphaSqr, woDotN, wiDotN, d_alphaSqr, d_woDotN, d_wiDotN, d_G);
|
||||
bwdNdfGGX(alphaSqr, nDotH, d_alphaSqr, d_nDotH, d_D);
|
||||
|
||||
vec3f d_h(0);
|
||||
bwdDot(nrm, h, d_nrm, d_h, d_nDotH);
|
||||
bwdDot(wo, h, d_wo, d_h, d_woDotH);
|
||||
bwdDot(wi, nrm, d_wi, d_nrm, d_wiDotN);
|
||||
bwdDot(wo, nrm, d_wo, d_nrm, d_woDotN);
|
||||
|
||||
vec3f d_h_unnorm(0);
|
||||
bwdSafeNormalize(wo + wi, d_h_unnorm, d_h);
|
||||
d_wo += d_h_unnorm;
|
||||
d_wi += d_h_unnorm;
|
||||
|
||||
if (alpha > min_roughness * min_roughness)
|
||||
d_alpha += d_alphaSqr * 2 * alpha;
|
||||
}
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
// Full PBR BSDF
|
||||
|
||||
__device__ vec3f fwdPbrBSDF(const vec3f kd, const vec3f arm, const vec3f pos, const vec3f nrm, const vec3f view_pos, const vec3f light_pos, const float min_roughness, int BSDF)
|
||||
{
|
||||
vec3f wo = safeNormalize(view_pos - pos);
|
||||
vec3f wi = safeNormalize(light_pos - pos);
|
||||
|
||||
float alpha = arm.y * arm.y;
|
||||
vec3f spec_col = (0.04f * (1.0f - arm.z) + kd * arm.z) * (1.0 - arm.x);
|
||||
vec3f diff_col = kd * (1.0f - arm.z);
|
||||
|
||||
float diff = 0.0f;
|
||||
if (BSDF == 0)
|
||||
diff = fwdLambert(nrm, wi);
|
||||
else
|
||||
diff = fwdFrostbiteDiffuse(nrm, wi, wo, arm.y);
|
||||
vec3f diffuse = diff_col * diff;
|
||||
vec3f specular = fwdPbrSpecular(spec_col, nrm, wo, wi, alpha, min_roughness);
|
||||
|
||||
return diffuse + specular;
|
||||
}
|
||||
|
||||
__device__ void bwdPbrBSDF(
|
||||
const vec3f kd, const vec3f arm, const vec3f pos, const vec3f nrm, const vec3f view_pos, const vec3f light_pos, const float min_roughness, int BSDF,
|
||||
vec3f& d_kd, vec3f& d_arm, vec3f& d_pos, vec3f& d_nrm, vec3f& d_view_pos, vec3f& d_light_pos, const vec3f d_out)
|
||||
{
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
// FWD
|
||||
vec3f _wi = light_pos - pos;
|
||||
vec3f _wo = view_pos - pos;
|
||||
vec3f wi = safeNormalize(_wi);
|
||||
vec3f wo = safeNormalize(_wo);
|
||||
|
||||
float alpha = arm.y * arm.y;
|
||||
vec3f spec_col = (0.04f * (1.0f - arm.z) + kd * arm.z) * (1.0 - arm.x);
|
||||
vec3f diff_col = kd * (1.0f - arm.z);
|
||||
float diff = 0.0f;
|
||||
if (BSDF == 0)
|
||||
diff = fwdLambert(nrm, wi);
|
||||
else
|
||||
diff = fwdFrostbiteDiffuse(nrm, wi, wo, arm.y);
|
||||
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
// BWD
|
||||
|
||||
float d_alpha(0);
|
||||
vec3f d_spec_col(0), d_wi(0), d_wo(0);
|
||||
bwdPbrSpecular(spec_col, nrm, wo, wi, alpha, min_roughness, d_spec_col, d_nrm, d_wo, d_wi, d_alpha, d_out);
|
||||
|
||||
float d_diff = sum(diff_col * d_out);
|
||||
if (BSDF == 0)
|
||||
bwdLambert(nrm, wi, d_nrm, d_wi, d_diff);
|
||||
else
|
||||
bwdFrostbiteDiffuse(nrm, wi, wo, arm.y, d_nrm, d_wi, d_wo, d_arm.y, d_diff);
|
||||
|
||||
// Backprop: diff_col = kd * (1.0f - arm.z)
|
||||
vec3f d_diff_col = d_out * diff;
|
||||
d_kd += d_diff_col * (1.0f - arm.z);
|
||||
d_arm.z -= sum(d_diff_col * kd);
|
||||
|
||||
// Backprop: spec_col = (0.04f * (1.0f - arm.z) + kd * arm.z) * (1.0 - arm.x)
|
||||
d_kd -= d_spec_col * (arm.x - 1.0f) * arm.z;
|
||||
d_arm.x += sum(d_spec_col * (arm.z * (0.04f - kd) - 0.04f));
|
||||
d_arm.z -= sum(d_spec_col * (kd - 0.04f) * (arm.x - 1.0f));
|
||||
|
||||
// Backprop: alpha = arm.y * arm.y
|
||||
d_arm.y += d_alpha * 2 * arm.y;
|
||||
|
||||
// Backprop: vec3f wi = safeNormalize(light_pos - pos);
|
||||
vec3f d__wi(0);
|
||||
bwdSafeNormalize(_wi, d__wi, d_wi);
|
||||
d_light_pos += d__wi;
|
||||
d_pos -= d__wi;
|
||||
|
||||
// Backprop: vec3f wo = safeNormalize(view_pos - pos);
|
||||
vec3f d__wo(0);
|
||||
bwdSafeNormalize(_wo, d__wo, d_wo);
|
||||
d_view_pos += d__wo;
|
||||
d_pos -= d__wo;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
// Kernels
|
||||
|
||||
__global__ void LambertFwdKernel(LambertKernelParams p)
|
||||
{
|
||||
// Calculate pixel position.
|
||||
unsigned int px = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
unsigned int py = blockIdx.y * blockDim.y + threadIdx.y;
|
||||
unsigned int pz = blockIdx.z;
|
||||
if (px >= p.gridSize.x || py >= p.gridSize.y || pz >= p.gridSize.z)
|
||||
return;
|
||||
|
||||
vec3f nrm = p.nrm.fetch3(px, py, pz);
|
||||
vec3f wi = p.wi.fetch3(px, py, pz);
|
||||
|
||||
float res = fwdLambert(nrm, wi);
|
||||
|
||||
p.out.store(px, py, pz, res);
|
||||
}
|
||||
|
||||
__global__ void LambertBwdKernel(LambertKernelParams p)
|
||||
{
|
||||
// Calculate pixel position.
|
||||
unsigned int px = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
unsigned int py = blockIdx.y * blockDim.y + threadIdx.y;
|
||||
unsigned int pz = blockIdx.z;
|
||||
if (px >= p.gridSize.x || py >= p.gridSize.y || pz >= p.gridSize.z)
|
||||
return;
|
||||
|
||||
vec3f nrm = p.nrm.fetch3(px, py, pz);
|
||||
vec3f wi = p.wi.fetch3(px, py, pz);
|
||||
float d_out = p.out.fetch1(px, py, pz);
|
||||
|
||||
vec3f d_nrm(0), d_wi(0);
|
||||
bwdLambert(nrm, wi, d_nrm, d_wi, d_out);
|
||||
|
||||
p.nrm.store_grad(px, py, pz, d_nrm);
|
||||
p.wi.store_grad(px, py, pz, d_wi);
|
||||
}
|
||||
|
||||
__global__ void FrostbiteDiffuseFwdKernel(FrostbiteDiffuseKernelParams p)
|
||||
{
|
||||
// Calculate pixel position.
|
||||
unsigned int px = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
unsigned int py = blockIdx.y * blockDim.y + threadIdx.y;
|
||||
unsigned int pz = blockIdx.z;
|
||||
if (px >= p.gridSize.x || py >= p.gridSize.y || pz >= p.gridSize.z)
|
||||
return;
|
||||
|
||||
vec3f nrm = p.nrm.fetch3(px, py, pz);
|
||||
vec3f wi = p.wi.fetch3(px, py, pz);
|
||||
vec3f wo = p.wo.fetch3(px, py, pz);
|
||||
float linearRoughness = p.linearRoughness.fetch1(px, py, pz);
|
||||
|
||||
float res = fwdFrostbiteDiffuse(nrm, wi, wo, linearRoughness);
|
||||
|
||||
p.out.store(px, py, pz, res);
|
||||
}
|
||||
|
||||
__global__ void FrostbiteDiffuseBwdKernel(FrostbiteDiffuseKernelParams p)
|
||||
{
|
||||
// Calculate pixel position.
|
||||
unsigned int px = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
unsigned int py = blockIdx.y * blockDim.y + threadIdx.y;
|
||||
unsigned int pz = blockIdx.z;
|
||||
if (px >= p.gridSize.x || py >= p.gridSize.y || pz >= p.gridSize.z)
|
||||
return;
|
||||
|
||||
vec3f nrm = p.nrm.fetch3(px, py, pz);
|
||||
vec3f wi = p.wi.fetch3(px, py, pz);
|
||||
vec3f wo = p.wo.fetch3(px, py, pz);
|
||||
float linearRoughness = p.linearRoughness.fetch1(px, py, pz);
|
||||
float d_out = p.out.fetch1(px, py, pz);
|
||||
|
||||
float d_linearRoughness = 0.0f;
|
||||
vec3f d_nrm(0), d_wi(0), d_wo(0);
|
||||
bwdFrostbiteDiffuse(nrm, wi, wo, linearRoughness, d_nrm, d_wi, d_wo, d_linearRoughness, d_out);
|
||||
|
||||
p.nrm.store_grad(px, py, pz, d_nrm);
|
||||
p.wi.store_grad(px, py, pz, d_wi);
|
||||
p.wo.store_grad(px, py, pz, d_wo);
|
||||
p.linearRoughness.store_grad(px, py, pz, d_linearRoughness);
|
||||
}
|
||||
|
||||
__global__ void FresnelShlickFwdKernel(FresnelShlickKernelParams p)
|
||||
{
|
||||
// Calculate pixel position.
|
||||
unsigned int px = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
unsigned int py = blockIdx.y * blockDim.y + threadIdx.y;
|
||||
unsigned int pz = blockIdx.z;
|
||||
if (px >= p.gridSize.x || py >= p.gridSize.y || pz >= p.gridSize.z)
|
||||
return;
|
||||
|
||||
vec3f f0 = p.f0.fetch3(px, py, pz);
|
||||
vec3f f90 = p.f90.fetch3(px, py, pz);
|
||||
float cosTheta = p.cosTheta.fetch1(px, py, pz);
|
||||
|
||||
vec3f res = fwdFresnelSchlick(f0, f90, cosTheta);
|
||||
p.out.store(px, py, pz, res);
|
||||
}
|
||||
|
||||
__global__ void FresnelShlickBwdKernel(FresnelShlickKernelParams p)
|
||||
{
|
||||
// Calculate pixel position.
|
||||
unsigned int px = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
unsigned int py = blockIdx.y * blockDim.y + threadIdx.y;
|
||||
unsigned int pz = blockIdx.z;
|
||||
if (px >= p.gridSize.x || py >= p.gridSize.y || pz >= p.gridSize.z)
|
||||
return;
|
||||
|
||||
vec3f f0 = p.f0.fetch3(px, py, pz);
|
||||
vec3f f90 = p.f90.fetch3(px, py, pz);
|
||||
float cosTheta = p.cosTheta.fetch1(px, py, pz);
|
||||
vec3f d_out = p.out.fetch3(px, py, pz);
|
||||
|
||||
vec3f d_f0(0), d_f90(0);
|
||||
float d_cosTheta(0);
|
||||
bwdFresnelSchlick(f0, f90, cosTheta, d_f0, d_f90, d_cosTheta, d_out);
|
||||
|
||||
p.f0.store_grad(px, py, pz, d_f0);
|
||||
p.f90.store_grad(px, py, pz, d_f90);
|
||||
p.cosTheta.store_grad(px, py, pz, d_cosTheta);
|
||||
}
|
||||
|
||||
__global__ void ndfGGXFwdKernel(NdfGGXParams p)
|
||||
{
|
||||
// Calculate pixel position.
|
||||
unsigned int px = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
unsigned int py = blockIdx.y * blockDim.y + threadIdx.y;
|
||||
unsigned int pz = blockIdx.z;
|
||||
if (px >= p.gridSize.x || py >= p.gridSize.y || pz >= p.gridSize.z)
|
||||
return;
|
||||
|
||||
float alphaSqr = p.alphaSqr.fetch1(px, py, pz);
|
||||
float cosTheta = p.cosTheta.fetch1(px, py, pz);
|
||||
float res = fwdNdfGGX(alphaSqr, cosTheta);
|
||||
|
||||
p.out.store(px, py, pz, res);
|
||||
}
|
||||
|
||||
__global__ void ndfGGXBwdKernel(NdfGGXParams p)
|
||||
{
|
||||
// Calculate pixel position.
|
||||
unsigned int px = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
unsigned int py = blockIdx.y * blockDim.y + threadIdx.y;
|
||||
unsigned int pz = blockIdx.z;
|
||||
if (px >= p.gridSize.x || py >= p.gridSize.y || pz >= p.gridSize.z)
|
||||
return;
|
||||
|
||||
float alphaSqr = p.alphaSqr.fetch1(px, py, pz);
|
||||
float cosTheta = p.cosTheta.fetch1(px, py, pz);
|
||||
float d_out = p.out.fetch1(px, py, pz);
|
||||
|
||||
float d_alphaSqr(0), d_cosTheta(0);
|
||||
bwdNdfGGX(alphaSqr, cosTheta, d_alphaSqr, d_cosTheta, d_out);
|
||||
|
||||
p.alphaSqr.store_grad(px, py, pz, d_alphaSqr);
|
||||
p.cosTheta.store_grad(px, py, pz, d_cosTheta);
|
||||
}
|
||||
|
||||
__global__ void lambdaGGXFwdKernel(NdfGGXParams p)
|
||||
{
|
||||
// Calculate pixel position.
|
||||
unsigned int px = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
unsigned int py = blockIdx.y * blockDim.y + threadIdx.y;
|
||||
unsigned int pz = blockIdx.z;
|
||||
if (px >= p.gridSize.x || py >= p.gridSize.y || pz >= p.gridSize.z)
|
||||
return;
|
||||
|
||||
float alphaSqr = p.alphaSqr.fetch1(px, py, pz);
|
||||
float cosTheta = p.cosTheta.fetch1(px, py, pz);
|
||||
float res = fwdLambdaGGX(alphaSqr, cosTheta);
|
||||
|
||||
p.out.store(px, py, pz, res);
|
||||
}
|
||||
|
||||
__global__ void lambdaGGXBwdKernel(NdfGGXParams p)
|
||||
{
|
||||
// Calculate pixel position.
|
||||
unsigned int px = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
unsigned int py = blockIdx.y * blockDim.y + threadIdx.y;
|
||||
unsigned int pz = blockIdx.z;
|
||||
if (px >= p.gridSize.x || py >= p.gridSize.y || pz >= p.gridSize.z)
|
||||
return;
|
||||
|
||||
float alphaSqr = p.alphaSqr.fetch1(px, py, pz);
|
||||
float cosTheta = p.cosTheta.fetch1(px, py, pz);
|
||||
float d_out = p.out.fetch1(px, py, pz);
|
||||
|
||||
float d_alphaSqr(0), d_cosTheta(0);
|
||||
bwdLambdaGGX(alphaSqr, cosTheta, d_alphaSqr, d_cosTheta, d_out);
|
||||
|
||||
p.alphaSqr.store_grad(px, py, pz, d_alphaSqr);
|
||||
p.cosTheta.store_grad(px, py, pz, d_cosTheta);
|
||||
}
|
||||
|
||||
__global__ void maskingSmithFwdKernel(MaskingSmithParams p)
|
||||
{
|
||||
// Calculate pixel position.
|
||||
unsigned int px = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
unsigned int py = blockIdx.y * blockDim.y + threadIdx.y;
|
||||
unsigned int pz = blockIdx.z;
|
||||
if (px >= p.gridSize.x || py >= p.gridSize.y || pz >= p.gridSize.z)
|
||||
return;
|
||||
|
||||
float alphaSqr = p.alphaSqr.fetch1(px, py, pz);
|
||||
float cosThetaI = p.cosThetaI.fetch1(px, py, pz);
|
||||
float cosThetaO = p.cosThetaO.fetch1(px, py, pz);
|
||||
float res = fwdMaskingSmithGGXCorrelated(alphaSqr, cosThetaI, cosThetaO);
|
||||
|
||||
p.out.store(px, py, pz, res);
|
||||
}
|
||||
|
||||
__global__ void maskingSmithBwdKernel(MaskingSmithParams p)
|
||||
{
|
||||
// Calculate pixel position.
|
||||
unsigned int px = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
unsigned int py = blockIdx.y * blockDim.y + threadIdx.y;
|
||||
unsigned int pz = blockIdx.z;
|
||||
if (px >= p.gridSize.x || py >= p.gridSize.y || pz >= p.gridSize.z)
|
||||
return;
|
||||
|
||||
float alphaSqr = p.alphaSqr.fetch1(px, py, pz);
|
||||
float cosThetaI = p.cosThetaI.fetch1(px, py, pz);
|
||||
float cosThetaO = p.cosThetaO.fetch1(px, py, pz);
|
||||
float d_out = p.out.fetch1(px, py, pz);
|
||||
|
||||
float d_alphaSqr(0), d_cosThetaI(0), d_cosThetaO(0);
|
||||
bwdMaskingSmithGGXCorrelated(alphaSqr, cosThetaI, cosThetaO, d_alphaSqr, d_cosThetaI, d_cosThetaO, d_out);
|
||||
|
||||
p.alphaSqr.store_grad(px, py, pz, d_alphaSqr);
|
||||
p.cosThetaI.store_grad(px, py, pz, d_cosThetaI);
|
||||
p.cosThetaO.store_grad(px, py, pz, d_cosThetaO);
|
||||
}
|
||||
|
||||
__global__ void pbrSpecularFwdKernel(PbrSpecular p)
|
||||
{
|
||||
// Calculate pixel position.
|
||||
unsigned int px = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
unsigned int py = blockIdx.y * blockDim.y + threadIdx.y;
|
||||
unsigned int pz = blockIdx.z;
|
||||
if (px >= p.gridSize.x || py >= p.gridSize.y || pz >= p.gridSize.z)
|
||||
return;
|
||||
|
||||
vec3f col = p.col.fetch3(px, py, pz);
|
||||
vec3f nrm = p.nrm.fetch3(px, py, pz);
|
||||
vec3f wo = p.wo.fetch3(px, py, pz);
|
||||
vec3f wi = p.wi.fetch3(px, py, pz);
|
||||
float alpha = p.alpha.fetch1(px, py, pz);
|
||||
|
||||
vec3f res = fwdPbrSpecular(col, nrm, wo, wi, alpha, p.min_roughness);
|
||||
|
||||
p.out.store(px, py, pz, res);
|
||||
}
|
||||
|
||||
__global__ void pbrSpecularBwdKernel(PbrSpecular p)
|
||||
{
|
||||
// Calculate pixel position.
|
||||
unsigned int px = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
unsigned int py = blockIdx.y * blockDim.y + threadIdx.y;
|
||||
unsigned int pz = blockIdx.z;
|
||||
if (px >= p.gridSize.x || py >= p.gridSize.y || pz >= p.gridSize.z)
|
||||
return;
|
||||
|
||||
vec3f col = p.col.fetch3(px, py, pz);
|
||||
vec3f nrm = p.nrm.fetch3(px, py, pz);
|
||||
vec3f wo = p.wo.fetch3(px, py, pz);
|
||||
vec3f wi = p.wi.fetch3(px, py, pz);
|
||||
float alpha = p.alpha.fetch1(px, py, pz);
|
||||
vec3f d_out = p.out.fetch3(px, py, pz);
|
||||
|
||||
float d_alpha(0);
|
||||
vec3f d_col(0), d_nrm(0), d_wo(0), d_wi(0);
|
||||
bwdPbrSpecular(col, nrm, wo, wi, alpha, p.min_roughness, d_col, d_nrm, d_wo, d_wi, d_alpha, d_out);
|
||||
|
||||
p.col.store_grad(px, py, pz, d_col);
|
||||
p.nrm.store_grad(px, py, pz, d_nrm);
|
||||
p.wo.store_grad(px, py, pz, d_wo);
|
||||
p.wi.store_grad(px, py, pz, d_wi);
|
||||
p.alpha.store_grad(px, py, pz, d_alpha);
|
||||
}
|
||||
|
||||
__global__ void pbrBSDFFwdKernel(PbrBSDF p)
|
||||
{
|
||||
// Calculate pixel position.
|
||||
unsigned int px = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
unsigned int py = blockIdx.y * blockDim.y + threadIdx.y;
|
||||
unsigned int pz = blockIdx.z;
|
||||
if (px >= p.gridSize.x || py >= p.gridSize.y || pz >= p.gridSize.z)
|
||||
return;
|
||||
|
||||
vec3f kd = p.kd.fetch3(px, py, pz);
|
||||
vec3f arm = p.arm.fetch3(px, py, pz);
|
||||
vec3f pos = p.pos.fetch3(px, py, pz);
|
||||
vec3f nrm = p.nrm.fetch3(px, py, pz);
|
||||
vec3f view_pos = p.view_pos.fetch3(px, py, pz);
|
||||
vec3f light_pos = p.light_pos.fetch3(px, py, pz);
|
||||
|
||||
vec3f res = fwdPbrBSDF(kd, arm, pos, nrm, view_pos, light_pos, p.min_roughness, p.BSDF);
|
||||
|
||||
p.out.store(px, py, pz, res);
|
||||
}
|
||||
__global__ void pbrBSDFBwdKernel(PbrBSDF p)
|
||||
{
|
||||
// Calculate pixel position.
|
||||
unsigned int px = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
unsigned int py = blockIdx.y * blockDim.y + threadIdx.y;
|
||||
unsigned int pz = blockIdx.z;
|
||||
if (px >= p.gridSize.x || py >= p.gridSize.y || pz >= p.gridSize.z)
|
||||
return;
|
||||
|
||||
vec3f kd = p.kd.fetch3(px, py, pz);
|
||||
vec3f arm = p.arm.fetch3(px, py, pz);
|
||||
vec3f pos = p.pos.fetch3(px, py, pz);
|
||||
vec3f nrm = p.nrm.fetch3(px, py, pz);
|
||||
vec3f view_pos = p.view_pos.fetch3(px, py, pz);
|
||||
vec3f light_pos = p.light_pos.fetch3(px, py, pz);
|
||||
vec3f d_out = p.out.fetch3(px, py, pz);
|
||||
|
||||
vec3f d_kd(0), d_arm(0), d_pos(0), d_nrm(0), d_view_pos(0), d_light_pos(0);
|
||||
bwdPbrBSDF(kd, arm, pos, nrm, view_pos, light_pos, p.min_roughness, p.BSDF, d_kd, d_arm, d_pos, d_nrm, d_view_pos, d_light_pos, d_out);
|
||||
|
||||
p.kd.store_grad(px, py, pz, d_kd);
|
||||
p.arm.store_grad(px, py, pz, d_arm);
|
||||
p.pos.store_grad(px, py, pz, d_pos);
|
||||
p.nrm.store_grad(px, py, pz, d_nrm);
|
||||
p.view_pos.store_grad(px, py, pz, d_view_pos);
|
||||
p.light_pos.store_grad(px, py, pz, d_light_pos);
|
||||
}
|
||||
84
render/renderutils/c_src/bsdf.h
Normal file
84
render/renderutils/c_src/bsdf.h
Normal file
@@ -0,0 +1,84 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "common.h"
|
||||
|
||||
struct LambertKernelParams
|
||||
{
|
||||
Tensor nrm;
|
||||
Tensor wi;
|
||||
Tensor out;
|
||||
dim3 gridSize;
|
||||
};
|
||||
|
||||
struct FrostbiteDiffuseKernelParams
|
||||
{
|
||||
Tensor nrm;
|
||||
Tensor wi;
|
||||
Tensor wo;
|
||||
Tensor linearRoughness;
|
||||
Tensor out;
|
||||
dim3 gridSize;
|
||||
};
|
||||
|
||||
struct FresnelShlickKernelParams
|
||||
{
|
||||
Tensor f0;
|
||||
Tensor f90;
|
||||
Tensor cosTheta;
|
||||
Tensor out;
|
||||
dim3 gridSize;
|
||||
};
|
||||
|
||||
struct NdfGGXParams
|
||||
{
|
||||
Tensor alphaSqr;
|
||||
Tensor cosTheta;
|
||||
Tensor out;
|
||||
dim3 gridSize;
|
||||
};
|
||||
|
||||
struct MaskingSmithParams
|
||||
{
|
||||
Tensor alphaSqr;
|
||||
Tensor cosThetaI;
|
||||
Tensor cosThetaO;
|
||||
Tensor out;
|
||||
dim3 gridSize;
|
||||
};
|
||||
|
||||
struct PbrSpecular
|
||||
{
|
||||
Tensor col;
|
||||
Tensor nrm;
|
||||
Tensor wo;
|
||||
Tensor wi;
|
||||
Tensor alpha;
|
||||
Tensor out;
|
||||
dim3 gridSize;
|
||||
float min_roughness;
|
||||
};
|
||||
|
||||
struct PbrBSDF
|
||||
{
|
||||
Tensor kd;
|
||||
Tensor arm;
|
||||
Tensor pos;
|
||||
Tensor nrm;
|
||||
Tensor view_pos;
|
||||
Tensor light_pos;
|
||||
Tensor out;
|
||||
dim3 gridSize;
|
||||
float min_roughness;
|
||||
int BSDF;
|
||||
};
|
||||
74
render/renderutils/c_src/common.cpp
Normal file
74
render/renderutils/c_src/common.cpp
Normal file
@@ -0,0 +1,74 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#include <cuda_runtime.h>
|
||||
#include <algorithm>
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
// Block and grid size calculators for kernel launches.
|
||||
|
||||
dim3 getLaunchBlockSize(int maxWidth, int maxHeight, dim3 dims)
|
||||
{
|
||||
int maxThreads = maxWidth * maxHeight;
|
||||
if (maxThreads <= 1 || (dims.x * dims.y) <= 1)
|
||||
return dim3(1, 1, 1); // Degenerate.
|
||||
|
||||
// Start from max size.
|
||||
int bw = maxWidth;
|
||||
int bh = maxHeight;
|
||||
|
||||
// Optimizations for weirdly sized buffers.
|
||||
if (dims.x < bw)
|
||||
{
|
||||
// Decrease block width to smallest power of two that covers the buffer width.
|
||||
while ((bw >> 1) >= dims.x)
|
||||
bw >>= 1;
|
||||
|
||||
// Maximize height.
|
||||
bh = maxThreads / bw;
|
||||
if (bh > dims.y)
|
||||
bh = dims.y;
|
||||
}
|
||||
else if (dims.y < bh)
|
||||
{
|
||||
// Halve height and double width until fits completely inside buffer vertically.
|
||||
while (bh > dims.y)
|
||||
{
|
||||
bh >>= 1;
|
||||
if (bw < dims.x)
|
||||
bw <<= 1;
|
||||
}
|
||||
}
|
||||
|
||||
// Done.
|
||||
return dim3(bw, bh, 1);
|
||||
}
|
||||
|
||||
// returns the size of a block that can be reduced using horizontal SIMD operations (e.g. __shfl_xor_sync)
|
||||
dim3 getWarpSize(dim3 blockSize)
|
||||
{
|
||||
return dim3(
|
||||
std::min(blockSize.x, 32u),
|
||||
std::min(std::max(32u / blockSize.x, 1u), std::min(32u, blockSize.y)),
|
||||
std::min(std::max(32u / (blockSize.x * blockSize.y), 1u), std::min(32u, blockSize.z))
|
||||
);
|
||||
}
|
||||
|
||||
dim3 getLaunchGridSize(dim3 blockSize, dim3 dims)
|
||||
{
|
||||
dim3 gridSize;
|
||||
gridSize.x = (dims.x - 1) / blockSize.x + 1;
|
||||
gridSize.y = (dims.y - 1) / blockSize.y + 1;
|
||||
gridSize.z = (dims.z - 1) / blockSize.z + 1;
|
||||
return gridSize;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
41
render/renderutils/c_src/common.h
Normal file
41
render/renderutils/c_src/common.h
Normal file
@@ -0,0 +1,41 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include <cuda.h>
|
||||
#include <stdint.h>
|
||||
|
||||
#include "vec3f.h"
|
||||
#include "vec4f.h"
|
||||
#include "tensor.h"
|
||||
|
||||
dim3 getLaunchBlockSize(int maxWidth, int maxHeight, dim3 dims);
|
||||
dim3 getLaunchGridSize(dim3 blockSize, dim3 dims);
|
||||
|
||||
#ifdef __CUDACC__
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#define M_PI 3.14159265358979323846f
|
||||
#endif
|
||||
|
||||
__host__ __device__ static inline dim3 getWarpSize(dim3 blockSize)
|
||||
{
|
||||
return dim3(
|
||||
min(blockSize.x, 32u),
|
||||
min(max(32u / blockSize.x, 1u), min(32u, blockSize.y)),
|
||||
min(max(32u / (blockSize.x * blockSize.y), 1u), min(32u, blockSize.z))
|
||||
);
|
||||
}
|
||||
|
||||
__device__ static inline float clamp(float val, float mn, float mx) { return min(max(val, mn), mx); }
|
||||
#else
|
||||
dim3 getWarpSize(dim3 blockSize);
|
||||
#endif
|
||||
350
render/renderutils/c_src/cubemap.cu
Normal file
350
render/renderutils/c_src/cubemap.cu
Normal file
@@ -0,0 +1,350 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#include "common.h"
|
||||
#include "cubemap.h"
|
||||
#include <float.h>
|
||||
|
||||
// https://cgvr.cs.uni-bremen.de/teaching/cg_literatur/Spherical,%20Cubic,%20and%20Parabolic%20Environment%20Mappings.pdf
|
||||
__device__ float pixel_area(int x, int y, int N)
|
||||
{
|
||||
if (N > 1)
|
||||
{
|
||||
int H = N / 2;
|
||||
x = abs(x - H);
|
||||
y = abs(y - H);
|
||||
float dx = atan((float)(x + 1) / (float)H) - atan((float)x / (float)H);
|
||||
float dy = atan((float)(y + 1) / (float)H) - atan((float)y / (float)H);
|
||||
return dx * dy;
|
||||
}
|
||||
else
|
||||
return 1;
|
||||
}
|
||||
|
||||
__device__ vec3f cube_to_dir(int x, int y, int side, int N)
|
||||
{
|
||||
float fx = 2.0f * (((float)x + 0.5f) / (float)N) - 1.0f;
|
||||
float fy = 2.0f * (((float)y + 0.5f) / (float)N) - 1.0f;
|
||||
switch (side)
|
||||
{
|
||||
case 0: return safeNormalize(vec3f(1, -fy, -fx));
|
||||
case 1: return safeNormalize(vec3f(-1, -fy, fx));
|
||||
case 2: return safeNormalize(vec3f(fx, 1, fy));
|
||||
case 3: return safeNormalize(vec3f(fx, -1, -fy));
|
||||
case 4: return safeNormalize(vec3f(fx, -fy, 1));
|
||||
case 5: return safeNormalize(vec3f(-fx, -fy, -1));
|
||||
}
|
||||
return vec3f(0,0,0); // Unreachable
|
||||
}
|
||||
|
||||
__device__ vec3f dir_to_side(int side, vec3f v)
|
||||
{
|
||||
switch (side)
|
||||
{
|
||||
case 0: return vec3f(-v.z, -v.y, v.x);
|
||||
case 1: return vec3f( v.z, -v.y, -v.x);
|
||||
case 2: return vec3f( v.x, v.z, v.y);
|
||||
case 3: return vec3f( v.x, -v.z, -v.y);
|
||||
case 4: return vec3f( v.x, -v.y, v.z);
|
||||
case 5: return vec3f(-v.x, -v.y, -v.z);
|
||||
}
|
||||
return vec3f(0,0,0); // Unreachable
|
||||
}
|
||||
|
||||
__device__ void extents_1d(float x, float z, float theta, float& _min, float& _max)
|
||||
{
|
||||
float l = sqrtf(x * x + z * z);
|
||||
float pxr = x + z * tan(theta) * l, pzr = z - x * tan(theta) * l;
|
||||
float pxl = x - z * tan(theta) * l, pzl = z + x * tan(theta) * l;
|
||||
if (pzl <= 0.00001f)
|
||||
_min = pxl > 0.0f ? FLT_MAX : -FLT_MAX;
|
||||
else
|
||||
_min = pxl / pzl;
|
||||
if (pzr <= 0.00001f)
|
||||
_max = pxr > 0.0f ? FLT_MAX : -FLT_MAX;
|
||||
else
|
||||
_max = pxr / pzr;
|
||||
}
|
||||
|
||||
__device__ void dir_extents(int side, int N, vec3f v, float theta, int &_xmin, int& _xmax, int& _ymin, int& _ymax)
|
||||
{
|
||||
vec3f c = dir_to_side(side, v); // remap to (x,y,z) where side is at z = 1
|
||||
|
||||
if (theta < 0.785398f) // PI/4
|
||||
{
|
||||
float xmin, xmax, ymin, ymax;
|
||||
extents_1d(c.x, c.z, theta, xmin, xmax);
|
||||
extents_1d(c.y, c.z, theta, ymin, ymax);
|
||||
|
||||
if (xmin > 1.0f || xmax < -1.0f || ymin > 1.0f || ymax < -1.0f)
|
||||
{
|
||||
_xmin = -1; _xmax = -1; _ymin = -1; _ymax = -1; // Bad aabb
|
||||
}
|
||||
else
|
||||
{
|
||||
_xmin = (int)min(max((xmin + 1.0f) * (0.5f * (float)N), 0.0f), (float)(N - 1));
|
||||
_xmax = (int)min(max((xmax + 1.0f) * (0.5f * (float)N), 0.0f), (float)(N - 1));
|
||||
_ymin = (int)min(max((ymin + 1.0f) * (0.5f * (float)N), 0.0f), (float)(N - 1));
|
||||
_ymax = (int)min(max((ymax + 1.0f) * (0.5f * (float)N), 0.0f), (float)(N - 1));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_xmin = 0.0f;
|
||||
_xmax = (float)(N-1);
|
||||
_ymin = 0.0f;
|
||||
_ymax = (float)(N-1);
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Diffuse kernel
|
||||
__global__ void DiffuseCubemapFwdKernel(DiffuseCubemapKernelParams p)
|
||||
{
|
||||
// Calculate pixel position.
|
||||
int px = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
int py = blockIdx.y * blockDim.y + threadIdx.y;
|
||||
int pz = blockIdx.z;
|
||||
if (px >= p.gridSize.x || py >= p.gridSize.y || pz >= p.gridSize.z)
|
||||
return;
|
||||
|
||||
int Npx = p.cubemap.dims[1];
|
||||
vec3f N = cube_to_dir(px, py, pz, Npx);
|
||||
|
||||
vec3f col(0);
|
||||
|
||||
for (int s = 0; s < p.cubemap.dims[0]; ++s)
|
||||
{
|
||||
for (int y = 0; y < Npx; ++y)
|
||||
{
|
||||
for (int x = 0; x < Npx; ++x)
|
||||
{
|
||||
vec3f L = cube_to_dir(x, y, s, Npx);
|
||||
float costheta = min(max(dot(N, L), 0.0f), 0.999f);
|
||||
float w = costheta * pixel_area(x, y, Npx) / 3.141592f; // pi = area of positive hemisphere
|
||||
col += p.cubemap.fetch3(x, y, s) * w;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
p.out.store(px, py, pz, col);
|
||||
}
|
||||
|
||||
__global__ void DiffuseCubemapBwdKernel(DiffuseCubemapKernelParams p)
|
||||
{
|
||||
// Calculate pixel position.
|
||||
int px = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
int py = blockIdx.y * blockDim.y + threadIdx.y;
|
||||
int pz = blockIdx.z;
|
||||
if (px >= p.gridSize.x || py >= p.gridSize.y || pz >= p.gridSize.z)
|
||||
return;
|
||||
|
||||
int Npx = p.cubemap.dims[1];
|
||||
vec3f N = cube_to_dir(px, py, pz, Npx);
|
||||
vec3f grad = p.out.fetch3(px, py, pz);
|
||||
|
||||
for (int s = 0; s < p.cubemap.dims[0]; ++s)
|
||||
{
|
||||
for (int y = 0; y < Npx; ++y)
|
||||
{
|
||||
for (int x = 0; x < Npx; ++x)
|
||||
{
|
||||
vec3f L = cube_to_dir(x, y, s, Npx);
|
||||
float costheta = min(max(dot(N, L), 0.0f), 0.999f);
|
||||
float w = costheta * pixel_area(x, y, Npx) / 3.141592f; // pi = area of positive hemisphere
|
||||
atomicAdd((float*)p.cubemap.d_val + p.cubemap.nhwcIndexContinuous(s, y, x, 0), grad.x * w);
|
||||
atomicAdd((float*)p.cubemap.d_val + p.cubemap.nhwcIndexContinuous(s, y, x, 1), grad.y * w);
|
||||
atomicAdd((float*)p.cubemap.d_val + p.cubemap.nhwcIndexContinuous(s, y, x, 2), grad.z * w);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// GGX splitsum kernel
|
||||
|
||||
__device__ inline float ndfGGX(const float alphaSqr, const float cosTheta)
|
||||
{
|
||||
float _cosTheta = clamp(cosTheta, 0.0, 1.0f);
|
||||
float d = (_cosTheta * alphaSqr - _cosTheta) * _cosTheta + 1.0f;
|
||||
return alphaSqr / (d * d * M_PI);
|
||||
}
|
||||
|
||||
__global__ void SpecularBoundsKernel(SpecularBoundsKernelParams p)
|
||||
{
|
||||
int px = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
int py = blockIdx.y * blockDim.y + threadIdx.y;
|
||||
int pz = blockIdx.z;
|
||||
if (px >= p.gridSize.x || py >= p.gridSize.y || pz >= p.gridSize.z)
|
||||
return;
|
||||
|
||||
int Npx = p.gridSize.x;
|
||||
vec3f VNR = cube_to_dir(px, py, pz, Npx);
|
||||
|
||||
const int TILE_SIZE = 16;
|
||||
|
||||
// Brute force entire cubemap and compute bounds for the cone
|
||||
for (int s = 0; s < p.gridSize.z; ++s)
|
||||
{
|
||||
// Assume empty BBox
|
||||
int _min_x = p.gridSize.x - 1, _max_x = 0;
|
||||
int _min_y = p.gridSize.y - 1, _max_y = 0;
|
||||
|
||||
// For each (8x8) tile
|
||||
for (int tx = 0; tx < (p.gridSize.x + TILE_SIZE - 1) / TILE_SIZE; tx++)
|
||||
{
|
||||
for (int ty = 0; ty < (p.gridSize.y + TILE_SIZE - 1) / TILE_SIZE; ty++)
|
||||
{
|
||||
// Compute tile extents
|
||||
int tsx = tx * TILE_SIZE, tsy = ty * TILE_SIZE;
|
||||
int tex = min((tx + 1) * TILE_SIZE, p.gridSize.x), tey = min((ty + 1) * TILE_SIZE, p.gridSize.y);
|
||||
|
||||
// Use some blunt interval arithmetics to cull tiles
|
||||
vec3f L0 = cube_to_dir(tsx, tsy, s, Npx), L1 = cube_to_dir(tex, tsy, s, Npx);
|
||||
vec3f L2 = cube_to_dir(tsx, tey, s, Npx), L3 = cube_to_dir(tex, tey, s, Npx);
|
||||
|
||||
float minx = min(min(L0.x, L1.x), min(L2.x, L3.x)), maxx = max(max(L0.x, L1.x), max(L2.x, L3.x));
|
||||
float miny = min(min(L0.y, L1.y), min(L2.y, L3.y)), maxy = max(max(L0.y, L1.y), max(L2.y, L3.y));
|
||||
float minz = min(min(L0.z, L1.z), min(L2.z, L3.z)), maxz = max(max(L0.z, L1.z), max(L2.z, L3.z));
|
||||
|
||||
float maxdp = max(minx * VNR.x, maxx * VNR.x) + max(miny * VNR.y, maxy * VNR.y) + max(minz * VNR.z, maxz * VNR.z);
|
||||
if (maxdp >= p.costheta_cutoff)
|
||||
{
|
||||
// Test all pixels in tile.
|
||||
for (int y = tsy; y < tey; ++y)
|
||||
{
|
||||
for (int x = tsx; x < tex; ++x)
|
||||
{
|
||||
vec3f L = cube_to_dir(x, y, s, Npx);
|
||||
if (dot(L, VNR) >= p.costheta_cutoff)
|
||||
{
|
||||
_min_x = min(_min_x, x);
|
||||
_max_x = max(_max_x, x);
|
||||
_min_y = min(_min_y, y);
|
||||
_max_y = max(_max_y, y);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
p.out.store(p.out._nhwcIndex(pz, py, px, s * 4 + 0), _min_x);
|
||||
p.out.store(p.out._nhwcIndex(pz, py, px, s * 4 + 1), _max_x);
|
||||
p.out.store(p.out._nhwcIndex(pz, py, px, s * 4 + 2), _min_y);
|
||||
p.out.store(p.out._nhwcIndex(pz, py, px, s * 4 + 3), _max_y);
|
||||
}
|
||||
}
|
||||
|
||||
__global__ void SpecularCubemapFwdKernel(SpecularCubemapKernelParams p)
|
||||
{
|
||||
// Calculate pixel position.
|
||||
int px = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
int py = blockIdx.y * blockDim.y + threadIdx.y;
|
||||
int pz = blockIdx.z;
|
||||
if (px >= p.gridSize.x || py >= p.gridSize.y || pz >= p.gridSize.z)
|
||||
return;
|
||||
|
||||
int Npx = p.cubemap.dims[1];
|
||||
vec3f VNR = cube_to_dir(px, py, pz, Npx);
|
||||
|
||||
float alpha = p.roughness * p.roughness;
|
||||
float alphaSqr = alpha * alpha;
|
||||
|
||||
float wsum = 0.0f;
|
||||
vec3f col(0);
|
||||
for (int s = 0; s < p.cubemap.dims[0]; ++s)
|
||||
{
|
||||
int xmin, xmax, ymin, ymax;
|
||||
xmin = (int)p.bounds.fetch(p.bounds._nhwcIndex(pz, py, px, s * 4 + 0));
|
||||
xmax = (int)p.bounds.fetch(p.bounds._nhwcIndex(pz, py, px, s * 4 + 1));
|
||||
ymin = (int)p.bounds.fetch(p.bounds._nhwcIndex(pz, py, px, s * 4 + 2));
|
||||
ymax = (int)p.bounds.fetch(p.bounds._nhwcIndex(pz, py, px, s * 4 + 3));
|
||||
|
||||
if (xmin <= xmax)
|
||||
{
|
||||
for (int y = ymin; y <= ymax; ++y)
|
||||
{
|
||||
for (int x = xmin; x <= xmax; ++x)
|
||||
{
|
||||
vec3f L = cube_to_dir(x, y, s, Npx);
|
||||
if (dot(L, VNR) >= p.costheta_cutoff)
|
||||
{
|
||||
vec3f H = safeNormalize(L + VNR);
|
||||
|
||||
float wiDotN = max(dot(L, VNR), 0.0f);
|
||||
float VNRDotH = max(dot(VNR, H), 0.0f);
|
||||
|
||||
float w = wiDotN * ndfGGX(alphaSqr, VNRDotH) * pixel_area(x, y, Npx) / 4.0f;
|
||||
col += p.cubemap.fetch3(x, y, s) * w;
|
||||
wsum += w;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
p.out.store(p.out._nhwcIndex(pz, py, px, 0), col.x);
|
||||
p.out.store(p.out._nhwcIndex(pz, py, px, 1), col.y);
|
||||
p.out.store(p.out._nhwcIndex(pz, py, px, 2), col.z);
|
||||
p.out.store(p.out._nhwcIndex(pz, py, px, 3), wsum);
|
||||
}
|
||||
|
||||
__global__ void SpecularCubemapBwdKernel(SpecularCubemapKernelParams p)
|
||||
{
|
||||
// Calculate pixel position.
|
||||
int px = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
int py = blockIdx.y * blockDim.y + threadIdx.y;
|
||||
int pz = blockIdx.z;
|
||||
if (px >= p.gridSize.x || py >= p.gridSize.y || pz >= p.gridSize.z)
|
||||
return;
|
||||
|
||||
int Npx = p.cubemap.dims[1];
|
||||
vec3f VNR = cube_to_dir(px, py, pz, Npx);
|
||||
|
||||
vec3f grad = p.out.fetch3(px, py, pz);
|
||||
|
||||
float alpha = p.roughness * p.roughness;
|
||||
float alphaSqr = alpha * alpha;
|
||||
|
||||
vec3f col(0);
|
||||
for (int s = 0; s < p.cubemap.dims[0]; ++s)
|
||||
{
|
||||
int xmin, xmax, ymin, ymax;
|
||||
xmin = (int)p.bounds.fetch(p.bounds._nhwcIndex(pz, py, px, s * 4 + 0));
|
||||
xmax = (int)p.bounds.fetch(p.bounds._nhwcIndex(pz, py, px, s * 4 + 1));
|
||||
ymin = (int)p.bounds.fetch(p.bounds._nhwcIndex(pz, py, px, s * 4 + 2));
|
||||
ymax = (int)p.bounds.fetch(p.bounds._nhwcIndex(pz, py, px, s * 4 + 3));
|
||||
|
||||
if (xmin <= xmax)
|
||||
{
|
||||
for (int y = ymin; y <= ymax; ++y)
|
||||
{
|
||||
for (int x = xmin; x <= xmax; ++x)
|
||||
{
|
||||
vec3f L = cube_to_dir(x, y, s, Npx);
|
||||
if (dot(L, VNR) >= p.costheta_cutoff)
|
||||
{
|
||||
vec3f H = safeNormalize(L + VNR);
|
||||
|
||||
float wiDotN = max(dot(L, VNR), 0.0f);
|
||||
float VNRDotH = max(dot(VNR, H), 0.0f);
|
||||
|
||||
float w = wiDotN * ndfGGX(alphaSqr, VNRDotH) * pixel_area(x, y, Npx) / 4.0f;
|
||||
|
||||
atomicAdd((float*)p.cubemap.d_val + p.cubemap.nhwcIndexContinuous(s, y, x, 0), grad.x * w);
|
||||
atomicAdd((float*)p.cubemap.d_val + p.cubemap.nhwcIndexContinuous(s, y, x, 1), grad.y * w);
|
||||
atomicAdd((float*)p.cubemap.d_val + p.cubemap.nhwcIndexContinuous(s, y, x, 2), grad.z * w);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
38
render/renderutils/c_src/cubemap.h
Normal file
38
render/renderutils/c_src/cubemap.h
Normal file
@@ -0,0 +1,38 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "common.h"
|
||||
|
||||
struct DiffuseCubemapKernelParams
|
||||
{
|
||||
Tensor cubemap;
|
||||
Tensor out;
|
||||
dim3 gridSize;
|
||||
};
|
||||
|
||||
struct SpecularCubemapKernelParams
|
||||
{
|
||||
Tensor cubemap;
|
||||
Tensor bounds;
|
||||
Tensor out;
|
||||
dim3 gridSize;
|
||||
float costheta_cutoff;
|
||||
float roughness;
|
||||
};
|
||||
|
||||
struct SpecularBoundsKernelParams
|
||||
{
|
||||
float costheta_cutoff;
|
||||
Tensor out;
|
||||
dim3 gridSize;
|
||||
};
|
||||
210
render/renderutils/c_src/loss.cu
Normal file
210
render/renderutils/c_src/loss.cu
Normal file
@@ -0,0 +1,210 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#include <cuda.h>
|
||||
|
||||
#include "common.h"
|
||||
#include "loss.h"
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
// Utils
|
||||
|
||||
__device__ inline float bwdAbs(float x) { return x == 0.0f ? 0.0f : x < 0.0f ? -1.0f : 1.0f; }
|
||||
|
||||
__device__ float warpSum(float val) {
|
||||
for (int i = 1; i < 32; i *= 2)
|
||||
val += __shfl_xor_sync(0xFFFFFFFF, val, i);
|
||||
return val;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
// Tonemapping
|
||||
|
||||
__device__ inline float fwdSRGB(float x)
|
||||
{
|
||||
return x > 0.0031308f ? powf(max(x, 0.0031308f), 1.0f / 2.4f) * 1.055f - 0.055f : 12.92f * max(x, 0.0f);
|
||||
}
|
||||
|
||||
__device__ inline void bwdSRGB(float x, float &d_x, float d_out)
|
||||
{
|
||||
if (x > 0.0031308f)
|
||||
d_x += d_out * 0.439583f / powf(x, 0.583333f);
|
||||
else if (x > 0.0f)
|
||||
d_x += d_out * 12.92f;
|
||||
}
|
||||
|
||||
__device__ inline vec3f fwdTonemapLogSRGB(vec3f x)
|
||||
{
|
||||
return vec3f(fwdSRGB(logf(x.x + 1.0f)), fwdSRGB(logf(x.y + 1.0f)), fwdSRGB(logf(x.z + 1.0f)));
|
||||
}
|
||||
|
||||
__device__ inline void bwdTonemapLogSRGB(vec3f x, vec3f& d_x, vec3f d_out)
|
||||
{
|
||||
if (x.x > 0.0f && x.x < 65535.0f)
|
||||
{
|
||||
bwdSRGB(logf(x.x + 1.0f), d_x.x, d_out.x);
|
||||
d_x.x *= 1 / (x.x + 1.0f);
|
||||
}
|
||||
if (x.y > 0.0f && x.y < 65535.0f)
|
||||
{
|
||||
bwdSRGB(logf(x.y + 1.0f), d_x.y, d_out.y);
|
||||
d_x.y *= 1 / (x.y + 1.0f);
|
||||
}
|
||||
if (x.z > 0.0f && x.z < 65535.0f)
|
||||
{
|
||||
bwdSRGB(logf(x.z + 1.0f), d_x.z, d_out.z);
|
||||
d_x.z *= 1 / (x.z + 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
__device__ inline float fwdRELMSE(float img, float target, float eps = 0.1f)
|
||||
{
|
||||
return (img - target) * (img - target) / (img * img + target * target + eps);
|
||||
}
|
||||
|
||||
__device__ inline void bwdRELMSE(float img, float target, float &d_img, float &d_target, float d_out, float eps = 0.1f)
|
||||
{
|
||||
float denom = (target * target + img * img + eps);
|
||||
d_img += d_out * 2 * (img - target) * (target * (target + img) + eps) / (denom * denom);
|
||||
d_target -= d_out * 2 * (img - target) * (img * (target + img) + eps) / (denom * denom);
|
||||
}
|
||||
|
||||
__device__ inline float fwdSMAPE(float img, float target, float eps=0.01f)
|
||||
{
|
||||
return abs(img - target) / (img + target + eps);
|
||||
}
|
||||
|
||||
__device__ inline void bwdSMAPE(float img, float target, float& d_img, float& d_target, float d_out, float eps = 0.01f)
|
||||
{
|
||||
float denom = (target + img + eps);
|
||||
d_img += d_out * bwdAbs(img - target) * (2 * target + eps) / (denom * denom);
|
||||
d_target -= d_out * bwdAbs(img - target) * (2 * img + eps) / (denom * denom);
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
// Kernels
|
||||
|
||||
__global__ void imgLossFwdKernel(LossKernelParams p)
|
||||
{
|
||||
// Calculate pixel position.
|
||||
unsigned int px = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
unsigned int py = blockIdx.y * blockDim.y + threadIdx.y;
|
||||
unsigned int pz = blockIdx.z;
|
||||
|
||||
float floss = 0.0f;
|
||||
if (px < p.gridSize.x && py < p.gridSize.y && pz < p.gridSize.z)
|
||||
{
|
||||
vec3f img = p.img.fetch3(px, py, pz);
|
||||
vec3f target = p.target.fetch3(px, py, pz);
|
||||
|
||||
img = vec3f(clamp(img.x, 0.0f, 65535.0f), clamp(img.y, 0.0f, 65535.0f), clamp(img.z, 0.0f, 65535.0f));
|
||||
target = vec3f(clamp(target.x, 0.0f, 65535.0f), clamp(target.y, 0.0f, 65535.0f), clamp(target.z, 0.0f, 65535.0f));
|
||||
|
||||
if (p.tonemapper == TONEMAPPER_LOG_SRGB)
|
||||
{
|
||||
img = fwdTonemapLogSRGB(img);
|
||||
target = fwdTonemapLogSRGB(target);
|
||||
}
|
||||
|
||||
vec3f vloss(0);
|
||||
if (p.loss == LOSS_MSE)
|
||||
vloss = (img - target) * (img - target);
|
||||
else if (p.loss == LOSS_RELMSE)
|
||||
vloss = vec3f(fwdRELMSE(img.x, target.x), fwdRELMSE(img.y, target.y), fwdRELMSE(img.z, target.z));
|
||||
else if (p.loss == LOSS_SMAPE)
|
||||
vloss = vec3f(fwdSMAPE(img.x, target.x), fwdSMAPE(img.y, target.y), fwdSMAPE(img.z, target.z));
|
||||
else
|
||||
vloss = vec3f(abs(img.x - target.x), abs(img.y - target.y), abs(img.z - target.z));
|
||||
|
||||
floss = sum(vloss) / 3.0f;
|
||||
}
|
||||
|
||||
floss = warpSum(floss);
|
||||
|
||||
dim3 warpSize = getWarpSize(blockDim);
|
||||
if (px < p.gridSize.x && py < p.gridSize.y && pz < p.gridSize.z && threadIdx.x % warpSize.x == 0 && threadIdx.y % warpSize.y == 0 && threadIdx.z % warpSize.z == 0)
|
||||
p.out.store(px / warpSize.x, py / warpSize.y, pz / warpSize.z, floss);
|
||||
}
|
||||
|
||||
__global__ void imgLossBwdKernel(LossKernelParams p)
|
||||
{
|
||||
// Calculate pixel position.
|
||||
unsigned int px = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
unsigned int py = blockIdx.y * blockDim.y + threadIdx.y;
|
||||
unsigned int pz = blockIdx.z;
|
||||
|
||||
if (px >= p.gridSize.x || py >= p.gridSize.y || pz >= p.gridSize.z)
|
||||
return;
|
||||
|
||||
dim3 warpSize = getWarpSize(blockDim);
|
||||
|
||||
vec3f _img = p.img.fetch3(px, py, pz);
|
||||
vec3f _target = p.target.fetch3(px, py, pz);
|
||||
float d_out = p.out.fetch1(px / warpSize.x, py / warpSize.y, pz / warpSize.z);
|
||||
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
// FWD
|
||||
|
||||
vec3f img = _img, target = _target;
|
||||
if (p.tonemapper == TONEMAPPER_LOG_SRGB)
|
||||
{
|
||||
img = fwdTonemapLogSRGB(img);
|
||||
target = fwdTonemapLogSRGB(target);
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
// BWD
|
||||
|
||||
vec3f d_vloss = vec3f(d_out, d_out, d_out) / 3.0f;
|
||||
|
||||
vec3f d_img(0), d_target(0);
|
||||
if (p.loss == LOSS_MSE)
|
||||
{
|
||||
d_img = vec3f(d_vloss.x * 2 * (img.x - target.x), d_vloss.y * 2 * (img.y - target.y), d_vloss.x * 2 * (img.z - target.z));
|
||||
d_target = -d_img;
|
||||
}
|
||||
else if (p.loss == LOSS_RELMSE)
|
||||
{
|
||||
bwdRELMSE(img.x, target.x, d_img.x, d_target.x, d_vloss.x);
|
||||
bwdRELMSE(img.y, target.y, d_img.y, d_target.y, d_vloss.y);
|
||||
bwdRELMSE(img.z, target.z, d_img.z, d_target.z, d_vloss.z);
|
||||
}
|
||||
else if (p.loss == LOSS_SMAPE)
|
||||
{
|
||||
bwdSMAPE(img.x, target.x, d_img.x, d_target.x, d_vloss.x);
|
||||
bwdSMAPE(img.y, target.y, d_img.y, d_target.y, d_vloss.y);
|
||||
bwdSMAPE(img.z, target.z, d_img.z, d_target.z, d_vloss.z);
|
||||
}
|
||||
else
|
||||
{
|
||||
d_img = d_vloss * vec3f(bwdAbs(img.x - target.x), bwdAbs(img.y - target.y), bwdAbs(img.z - target.z));
|
||||
d_target = -d_img;
|
||||
}
|
||||
|
||||
|
||||
if (p.tonemapper == TONEMAPPER_LOG_SRGB)
|
||||
{
|
||||
vec3f d__img(0), d__target(0);
|
||||
bwdTonemapLogSRGB(_img, d__img, d_img);
|
||||
bwdTonemapLogSRGB(_target, d__target, d_target);
|
||||
d_img = d__img; d_target = d__target;
|
||||
}
|
||||
|
||||
if (_img.x <= 0.0f || _img.x >= 65535.0f) d_img.x = 0;
|
||||
if (_img.y <= 0.0f || _img.y >= 65535.0f) d_img.y = 0;
|
||||
if (_img.z <= 0.0f || _img.z >= 65535.0f) d_img.z = 0;
|
||||
if (_target.x <= 0.0f || _target.x >= 65535.0f) d_target.x = 0;
|
||||
if (_target.y <= 0.0f || _target.y >= 65535.0f) d_target.y = 0;
|
||||
if (_target.z <= 0.0f || _target.z >= 65535.0f) d_target.z = 0;
|
||||
|
||||
p.img.store_grad(px, py, pz, d_img);
|
||||
p.target.store_grad(px, py, pz, d_target);
|
||||
}
|
||||
38
render/renderutils/c_src/loss.h
Normal file
38
render/renderutils/c_src/loss.h
Normal file
@@ -0,0 +1,38 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "common.h"
|
||||
|
||||
enum TonemapperType
|
||||
{
|
||||
TONEMAPPER_NONE = 0,
|
||||
TONEMAPPER_LOG_SRGB = 1
|
||||
};
|
||||
|
||||
enum LossType
|
||||
{
|
||||
LOSS_L1 = 0,
|
||||
LOSS_MSE = 1,
|
||||
LOSS_RELMSE = 2,
|
||||
LOSS_SMAPE = 3
|
||||
};
|
||||
|
||||
struct LossKernelParams
|
||||
{
|
||||
Tensor img;
|
||||
Tensor target;
|
||||
Tensor out;
|
||||
dim3 gridSize;
|
||||
TonemapperType tonemapper;
|
||||
LossType loss;
|
||||
};
|
||||
94
render/renderutils/c_src/mesh.cu
Normal file
94
render/renderutils/c_src/mesh.cu
Normal file
@@ -0,0 +1,94 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#include <cuda.h>
|
||||
#include <stdio.h>
|
||||
|
||||
#include "common.h"
|
||||
#include "mesh.h"
|
||||
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
// Kernels
|
||||
|
||||
__global__ void xfmPointsFwdKernel(XfmKernelParams p)
|
||||
{
|
||||
unsigned int px = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
unsigned int pz = blockIdx.z * blockDim.z + threadIdx.z;
|
||||
|
||||
__shared__ float mtx[4][4];
|
||||
if (threadIdx.x < 16)
|
||||
mtx[threadIdx.x % 4][threadIdx.x / 4] = p.matrix.fetch(p.matrix.nhwcIndex(pz, threadIdx.x / 4, threadIdx.x % 4, 0));
|
||||
__syncthreads();
|
||||
|
||||
if (px >= p.gridSize.x)
|
||||
return;
|
||||
|
||||
vec3f pos(
|
||||
p.points.fetch(p.points.nhwcIndex(pz, px, 0, 0)),
|
||||
p.points.fetch(p.points.nhwcIndex(pz, px, 1, 0)),
|
||||
p.points.fetch(p.points.nhwcIndex(pz, px, 2, 0))
|
||||
);
|
||||
|
||||
if (p.isPoints)
|
||||
{
|
||||
p.out.store(p.out.nhwcIndex(pz, px, 0, 0), pos.x * mtx[0][0] + pos.y * mtx[1][0] + pos.z * mtx[2][0] + mtx[3][0]);
|
||||
p.out.store(p.out.nhwcIndex(pz, px, 1, 0), pos.x * mtx[0][1] + pos.y * mtx[1][1] + pos.z * mtx[2][1] + mtx[3][1]);
|
||||
p.out.store(p.out.nhwcIndex(pz, px, 2, 0), pos.x * mtx[0][2] + pos.y * mtx[1][2] + pos.z * mtx[2][2] + mtx[3][2]);
|
||||
p.out.store(p.out.nhwcIndex(pz, px, 3, 0), pos.x * mtx[0][3] + pos.y * mtx[1][3] + pos.z * mtx[2][3] + mtx[3][3]);
|
||||
}
|
||||
else
|
||||
{
|
||||
p.out.store(p.out.nhwcIndex(pz, px, 0, 0), pos.x * mtx[0][0] + pos.y * mtx[1][0] + pos.z * mtx[2][0]);
|
||||
p.out.store(p.out.nhwcIndex(pz, px, 1, 0), pos.x * mtx[0][1] + pos.y * mtx[1][1] + pos.z * mtx[2][1]);
|
||||
p.out.store(p.out.nhwcIndex(pz, px, 2, 0), pos.x * mtx[0][2] + pos.y * mtx[1][2] + pos.z * mtx[2][2]);
|
||||
}
|
||||
}
|
||||
|
||||
__global__ void xfmPointsBwdKernel(XfmKernelParams p)
|
||||
{
|
||||
unsigned int px = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
unsigned int pz = blockIdx.z * blockDim.z + threadIdx.z;
|
||||
|
||||
__shared__ float mtx[4][4];
|
||||
if (threadIdx.x < 16)
|
||||
mtx[threadIdx.x % 4][threadIdx.x / 4] = p.matrix.fetch(p.matrix.nhwcIndex(pz, threadIdx.x / 4, threadIdx.x % 4, 0));
|
||||
__syncthreads();
|
||||
|
||||
if (px >= p.gridSize.x)
|
||||
return;
|
||||
|
||||
vec3f pos(
|
||||
p.points.fetch(p.points.nhwcIndex(pz, px, 0, 0)),
|
||||
p.points.fetch(p.points.nhwcIndex(pz, px, 1, 0)),
|
||||
p.points.fetch(p.points.nhwcIndex(pz, px, 2, 0))
|
||||
);
|
||||
|
||||
vec4f d_out(
|
||||
p.out.fetch(p.out.nhwcIndex(pz, px, 0, 0)),
|
||||
p.out.fetch(p.out.nhwcIndex(pz, px, 1, 0)),
|
||||
p.out.fetch(p.out.nhwcIndex(pz, px, 2, 0)),
|
||||
p.out.fetch(p.out.nhwcIndex(pz, px, 3, 0))
|
||||
);
|
||||
|
||||
if (p.isPoints)
|
||||
{
|
||||
p.points.store_grad(p.points.nhwcIndexContinuous(pz, px, 0, 0), d_out.x * mtx[0][0] + d_out.y * mtx[0][1] + d_out.z * mtx[0][2] + d_out.w * mtx[0][3]);
|
||||
p.points.store_grad(p.points.nhwcIndexContinuous(pz, px, 1, 0), d_out.x * mtx[1][0] + d_out.y * mtx[1][1] + d_out.z * mtx[1][2] + d_out.w * mtx[1][3]);
|
||||
p.points.store_grad(p.points.nhwcIndexContinuous(pz, px, 2, 0), d_out.x * mtx[2][0] + d_out.y * mtx[2][1] + d_out.z * mtx[2][2] + d_out.w * mtx[2][3]);
|
||||
}
|
||||
else
|
||||
{
|
||||
p.points.store_grad(p.points.nhwcIndexContinuous(pz, px, 0, 0), d_out.x * mtx[0][0] + d_out.y * mtx[0][1] + d_out.z * mtx[0][2]);
|
||||
p.points.store_grad(p.points.nhwcIndexContinuous(pz, px, 1, 0), d_out.x * mtx[1][0] + d_out.y * mtx[1][1] + d_out.z * mtx[1][2]);
|
||||
p.points.store_grad(p.points.nhwcIndexContinuous(pz, px, 2, 0), d_out.x * mtx[2][0] + d_out.y * mtx[2][1] + d_out.z * mtx[2][2]);
|
||||
}
|
||||
}
|
||||
23
render/renderutils/c_src/mesh.h
Normal file
23
render/renderutils/c_src/mesh.h
Normal file
@@ -0,0 +1,23 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "common.h"
|
||||
|
||||
struct XfmKernelParams
|
||||
{
|
||||
bool isPoints;
|
||||
Tensor points;
|
||||
Tensor matrix;
|
||||
Tensor out;
|
||||
dim3 gridSize;
|
||||
};
|
||||
182
render/renderutils/c_src/normal.cu
Normal file
182
render/renderutils/c_src/normal.cu
Normal file
@@ -0,0 +1,182 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#include "common.h"
|
||||
#include "normal.h"
|
||||
|
||||
#define NORMAL_THRESHOLD 0.1f
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
// Perturb shading normal by tangent frame
|
||||
|
||||
__device__ vec3f fwdPerturbNormal(const vec3f perturbed_nrm, const vec3f smooth_nrm, const vec3f smooth_tng, bool opengl)
|
||||
{
|
||||
vec3f _smooth_bitng = cross(smooth_tng, smooth_nrm);
|
||||
vec3f smooth_bitng = safeNormalize(_smooth_bitng);
|
||||
vec3f _shading_nrm = smooth_tng * perturbed_nrm.x + (opengl ? -1 : 1) * smooth_bitng * perturbed_nrm.y + smooth_nrm * max(perturbed_nrm.z, 0.0f);
|
||||
return safeNormalize(_shading_nrm);
|
||||
}
|
||||
|
||||
__device__ void bwdPerturbNormal(const vec3f perturbed_nrm, const vec3f smooth_nrm, const vec3f smooth_tng, vec3f &d_perturbed_nrm, vec3f &d_smooth_nrm, vec3f &d_smooth_tng, const vec3f d_out, bool opengl)
|
||||
{
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
// FWD
|
||||
vec3f _smooth_bitng = cross(smooth_tng, smooth_nrm);
|
||||
vec3f smooth_bitng = safeNormalize(_smooth_bitng);
|
||||
vec3f _shading_nrm = smooth_tng * perturbed_nrm.x + (opengl ? -1 : 1) * smooth_bitng * perturbed_nrm.y + smooth_nrm * max(perturbed_nrm.z, 0.0f);
|
||||
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
// BWD
|
||||
vec3f d_shading_nrm(0);
|
||||
bwdSafeNormalize(_shading_nrm, d_shading_nrm, d_out);
|
||||
|
||||
vec3f d_smooth_bitng(0);
|
||||
|
||||
if (perturbed_nrm.z > 0.0f)
|
||||
{
|
||||
d_smooth_nrm += d_shading_nrm * perturbed_nrm.z;
|
||||
d_perturbed_nrm.z += sum(d_shading_nrm * smooth_nrm);
|
||||
}
|
||||
|
||||
d_smooth_bitng += (opengl ? -1 : 1) * d_shading_nrm * perturbed_nrm.y;
|
||||
d_perturbed_nrm.y += (opengl ? -1 : 1) * sum(d_shading_nrm * smooth_bitng);
|
||||
|
||||
d_smooth_tng += d_shading_nrm * perturbed_nrm.x;
|
||||
d_perturbed_nrm.x += sum(d_shading_nrm * smooth_tng);
|
||||
|
||||
vec3f d__smooth_bitng(0);
|
||||
bwdSafeNormalize(_smooth_bitng, d__smooth_bitng, d_smooth_bitng);
|
||||
|
||||
bwdCross(smooth_tng, smooth_nrm, d_smooth_tng, d_smooth_nrm, d__smooth_bitng);
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
#define bent_nrm_eps 0.001f
|
||||
|
||||
__device__ vec3f fwdBendNormal(const vec3f view_vec, const vec3f smooth_nrm, const vec3f geom_nrm)
|
||||
{
|
||||
float dp = dot(view_vec, smooth_nrm);
|
||||
float t = clamp(dp / NORMAL_THRESHOLD, 0.0f, 1.0f);
|
||||
return geom_nrm * (1.0f - t) + smooth_nrm * t;
|
||||
}
|
||||
|
||||
__device__ void bwdBendNormal(const vec3f view_vec, const vec3f smooth_nrm, const vec3f geom_nrm, vec3f& d_view_vec, vec3f& d_smooth_nrm, vec3f& d_geom_nrm, const vec3f d_out)
|
||||
{
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
// FWD
|
||||
float dp = dot(view_vec, smooth_nrm);
|
||||
float t = clamp(dp / NORMAL_THRESHOLD, 0.0f, 1.0f);
|
||||
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
// BWD
|
||||
if (dp > NORMAL_THRESHOLD)
|
||||
d_smooth_nrm += d_out;
|
||||
else
|
||||
{
|
||||
// geom_nrm * (1.0f - t) + smooth_nrm * t;
|
||||
d_geom_nrm += d_out * (1.0f - t);
|
||||
d_smooth_nrm += d_out * t;
|
||||
float d_t = sum(d_out * (smooth_nrm - geom_nrm));
|
||||
|
||||
float d_dp = dp < 0.0f || dp > NORMAL_THRESHOLD ? 0.0f : d_t / NORMAL_THRESHOLD;
|
||||
|
||||
bwdDot(view_vec, smooth_nrm, d_view_vec, d_smooth_nrm, d_dp);
|
||||
}
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
// Kernels
|
||||
|
||||
__global__ void PrepareShadingNormalFwdKernel(PrepareShadingNormalKernelParams p)
|
||||
{
|
||||
// Calculate pixel position.
|
||||
unsigned int px = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
unsigned int py = blockIdx.y * blockDim.y + threadIdx.y;
|
||||
unsigned int pz = blockIdx.z;
|
||||
if (px >= p.gridSize.x || py >= p.gridSize.y || pz >= p.gridSize.z)
|
||||
return;
|
||||
|
||||
vec3f pos = p.pos.fetch3(px, py, pz);
|
||||
vec3f view_pos = p.view_pos.fetch3(px, py, pz);
|
||||
vec3f perturbed_nrm = p.perturbed_nrm.fetch3(px, py, pz);
|
||||
vec3f _smooth_nrm = p.smooth_nrm.fetch3(px, py, pz);
|
||||
vec3f _smooth_tng = p.smooth_tng.fetch3(px, py, pz);
|
||||
vec3f geom_nrm = p.geom_nrm.fetch3(px, py, pz);
|
||||
|
||||
vec3f smooth_nrm = safeNormalize(_smooth_nrm);
|
||||
vec3f smooth_tng = safeNormalize(_smooth_tng);
|
||||
vec3f view_vec = safeNormalize(view_pos - pos);
|
||||
vec3f shading_nrm = fwdPerturbNormal(perturbed_nrm, smooth_nrm, smooth_tng, p.opengl);
|
||||
|
||||
vec3f res;
|
||||
if (p.two_sided_shading && dot(view_vec, geom_nrm) < 0.0f)
|
||||
res = fwdBendNormal(view_vec, -shading_nrm, -geom_nrm);
|
||||
else
|
||||
res = fwdBendNormal(view_vec, shading_nrm, geom_nrm);
|
||||
|
||||
p.out.store(px, py, pz, res);
|
||||
}
|
||||
|
||||
__global__ void PrepareShadingNormalBwdKernel(PrepareShadingNormalKernelParams p)
|
||||
{
|
||||
// Calculate pixel position.
|
||||
unsigned int px = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
unsigned int py = blockIdx.y * blockDim.y + threadIdx.y;
|
||||
unsigned int pz = blockIdx.z;
|
||||
if (px >= p.gridSize.x || py >= p.gridSize.y || pz >= p.gridSize.z)
|
||||
return;
|
||||
|
||||
vec3f pos = p.pos.fetch3(px, py, pz);
|
||||
vec3f view_pos = p.view_pos.fetch3(px, py, pz);
|
||||
vec3f perturbed_nrm = p.perturbed_nrm.fetch3(px, py, pz);
|
||||
vec3f _smooth_nrm = p.smooth_nrm.fetch3(px, py, pz);
|
||||
vec3f _smooth_tng = p.smooth_tng.fetch3(px, py, pz);
|
||||
vec3f geom_nrm = p.geom_nrm.fetch3(px, py, pz);
|
||||
vec3f d_out = p.out.fetch3(px, py, pz);
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// FWD
|
||||
|
||||
vec3f smooth_nrm = safeNormalize(_smooth_nrm);
|
||||
vec3f smooth_tng = safeNormalize(_smooth_tng);
|
||||
vec3f _view_vec = view_pos - pos;
|
||||
vec3f view_vec = safeNormalize(view_pos - pos);
|
||||
|
||||
vec3f shading_nrm = fwdPerturbNormal(perturbed_nrm, smooth_nrm, smooth_tng, p.opengl);
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// BWD
|
||||
|
||||
vec3f d_view_vec(0), d_shading_nrm(0), d_geom_nrm(0);
|
||||
if (p.two_sided_shading && dot(view_vec, geom_nrm) < 0.0f)
|
||||
{
|
||||
bwdBendNormal(view_vec, -shading_nrm, -geom_nrm, d_view_vec, d_shading_nrm, d_geom_nrm, d_out);
|
||||
d_shading_nrm = -d_shading_nrm;
|
||||
d_geom_nrm = -d_geom_nrm;
|
||||
}
|
||||
else
|
||||
bwdBendNormal(view_vec, shading_nrm, geom_nrm, d_view_vec, d_shading_nrm, d_geom_nrm, d_out);
|
||||
|
||||
vec3f d_perturbed_nrm(0), d_smooth_nrm(0), d_smooth_tng(0);
|
||||
bwdPerturbNormal(perturbed_nrm, smooth_nrm, smooth_tng, d_perturbed_nrm, d_smooth_nrm, d_smooth_tng, d_shading_nrm, p.opengl);
|
||||
|
||||
vec3f d__view_vec(0), d__smooth_nrm(0), d__smooth_tng(0);
|
||||
bwdSafeNormalize(_view_vec, d__view_vec, d_view_vec);
|
||||
bwdSafeNormalize(_smooth_nrm, d__smooth_nrm, d_smooth_nrm);
|
||||
bwdSafeNormalize(_smooth_tng, d__smooth_tng, d_smooth_tng);
|
||||
|
||||
p.pos.store_grad(px, py, pz, -d__view_vec);
|
||||
p.view_pos.store_grad(px, py, pz, d__view_vec);
|
||||
p.perturbed_nrm.store_grad(px, py, pz, d_perturbed_nrm);
|
||||
p.smooth_nrm.store_grad(px, py, pz, d__smooth_nrm);
|
||||
p.smooth_tng.store_grad(px, py, pz, d__smooth_tng);
|
||||
p.geom_nrm.store_grad(px, py, pz, d_geom_nrm);
|
||||
}
|
||||
27
render/renderutils/c_src/normal.h
Normal file
27
render/renderutils/c_src/normal.h
Normal file
@@ -0,0 +1,27 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "common.h"
|
||||
|
||||
struct PrepareShadingNormalKernelParams
|
||||
{
|
||||
Tensor pos;
|
||||
Tensor view_pos;
|
||||
Tensor perturbed_nrm;
|
||||
Tensor smooth_nrm;
|
||||
Tensor smooth_tng;
|
||||
Tensor geom_nrm;
|
||||
Tensor out;
|
||||
dim3 gridSize;
|
||||
bool two_sided_shading, opengl;
|
||||
};
|
||||
92
render/renderutils/c_src/tensor.h
Normal file
92
render/renderutils/c_src/tensor.h
Normal file
@@ -0,0 +1,92 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#if defined(__CUDACC__) && defined(BFLOAT16)
|
||||
#include <cuda_bf16.h> // bfloat16 is float32 compatible with less mantissa bits
|
||||
#endif
|
||||
|
||||
//---------------------------------------------------------------------------------
|
||||
// CUDA-side Tensor class for in/out parameter parsing. Can be float32 or bfloat16
|
||||
|
||||
struct Tensor
|
||||
{
|
||||
void* val;
|
||||
void* d_val;
|
||||
int dims[4], _dims[4];
|
||||
int strides[4];
|
||||
bool fp16;
|
||||
|
||||
#if defined(__CUDA__) && !defined(__CUDA_ARCH__)
|
||||
Tensor() : val(nullptr), d_val(nullptr), fp16(true), dims{ 0, 0, 0, 0 }, _dims{ 0, 0, 0, 0 }, strides{ 0, 0, 0, 0 } {}
|
||||
#endif
|
||||
|
||||
#ifdef __CUDACC__
|
||||
// Helpers to index and read/write a single element
|
||||
__device__ inline int _nhwcIndex(int n, int h, int w, int c) const { return n * strides[0] + h * strides[1] + w * strides[2] + c * strides[3]; }
|
||||
__device__ inline int nhwcIndex(int n, int h, int w, int c) const { return (dims[0] == 1 ? 0 : n * strides[0]) + (dims[1] == 1 ? 0 : h * strides[1]) + (dims[2] == 1 ? 0 : w * strides[2]) + (dims[3] == 1 ? 0 : c * strides[3]); }
|
||||
__device__ inline int nhwcIndexContinuous(int n, int h, int w, int c) const { return ((n * _dims[1] + h) * _dims[2] + w) * _dims[3] + c; }
|
||||
#ifdef BFLOAT16
|
||||
__device__ inline float fetch(unsigned int idx) const { return fp16 ? __bfloat162float(((__nv_bfloat16*)val)[idx]) : ((float*)val)[idx]; }
|
||||
__device__ inline void store(unsigned int idx, float _val) { if (fp16) ((__nv_bfloat16*)val)[idx] = __float2bfloat16(_val); else ((float*)val)[idx] = _val; }
|
||||
__device__ inline void store_grad(unsigned int idx, float _val) { if (fp16) ((__nv_bfloat16*)d_val)[idx] = __float2bfloat16(_val); else ((float*)d_val)[idx] = _val; }
|
||||
#else
|
||||
__device__ inline float fetch(unsigned int idx) const { return ((float*)val)[idx]; }
|
||||
__device__ inline void store(unsigned int idx, float _val) { ((float*)val)[idx] = _val; }
|
||||
__device__ inline void store_grad(unsigned int idx, float _val) { ((float*)d_val)[idx] = _val; }
|
||||
#endif
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Fetch, use broadcasting for tensor dimensions of size 1
|
||||
__device__ inline float fetch1(unsigned int x, unsigned int y, unsigned int z) const
|
||||
{
|
||||
return fetch(nhwcIndex(z, y, x, 0));
|
||||
}
|
||||
|
||||
__device__ inline vec3f fetch3(unsigned int x, unsigned int y, unsigned int z) const
|
||||
{
|
||||
return vec3f(
|
||||
fetch(nhwcIndex(z, y, x, 0)),
|
||||
fetch(nhwcIndex(z, y, x, 1)),
|
||||
fetch(nhwcIndex(z, y, x, 2))
|
||||
);
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Store, no broadcasting here. Assume we output full res gradient and then reduce using torch.sum outside
|
||||
__device__ inline void store(unsigned int x, unsigned int y, unsigned int z, float _val)
|
||||
{
|
||||
store(_nhwcIndex(z, y, x, 0), _val);
|
||||
}
|
||||
|
||||
__device__ inline void store(unsigned int x, unsigned int y, unsigned int z, vec3f _val)
|
||||
{
|
||||
store(_nhwcIndex(z, y, x, 0), _val.x);
|
||||
store(_nhwcIndex(z, y, x, 1), _val.y);
|
||||
store(_nhwcIndex(z, y, x, 2), _val.z);
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Store gradient , no broadcasting here. Assume we output full res gradient and then reduce using torch.sum outside
|
||||
__device__ inline void store_grad(unsigned int x, unsigned int y, unsigned int z, float _val)
|
||||
{
|
||||
store_grad(nhwcIndexContinuous(z, y, x, 0), _val);
|
||||
}
|
||||
|
||||
__device__ inline void store_grad(unsigned int x, unsigned int y, unsigned int z, vec3f _val)
|
||||
{
|
||||
store_grad(nhwcIndexContinuous(z, y, x, 0), _val.x);
|
||||
store_grad(nhwcIndexContinuous(z, y, x, 1), _val.y);
|
||||
store_grad(nhwcIndexContinuous(z, y, x, 2), _val.z);
|
||||
}
|
||||
#endif
|
||||
|
||||
};
|
||||
1062
render/renderutils/c_src/torch_bindings.cpp
Normal file
1062
render/renderutils/c_src/torch_bindings.cpp
Normal file
File diff suppressed because it is too large
Load Diff
109
render/renderutils/c_src/vec3f.h
Normal file
109
render/renderutils/c_src/vec3f.h
Normal file
@@ -0,0 +1,109 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
struct vec3f
|
||||
{
|
||||
float x, y, z;
|
||||
|
||||
#ifdef __CUDACC__
|
||||
__device__ vec3f() { }
|
||||
__device__ vec3f(float v) { x = v; y = v; z = v; }
|
||||
__device__ vec3f(float _x, float _y, float _z) { x = _x; y = _y; z = _z; }
|
||||
__device__ vec3f(float3 v) { x = v.x; y = v.y; z = v.z; }
|
||||
|
||||
__device__ inline vec3f& operator+=(const vec3f& b) { x += b.x; y += b.y; z += b.z; return *this; }
|
||||
__device__ inline vec3f& operator-=(const vec3f& b) { x -= b.x; y -= b.y; z -= b.z; return *this; }
|
||||
__device__ inline vec3f& operator*=(const vec3f& b) { x *= b.x; y *= b.y; z *= b.z; return *this; }
|
||||
__device__ inline vec3f& operator/=(const vec3f& b) { x /= b.x; y /= b.y; z /= b.z; return *this; }
|
||||
#endif
|
||||
};
|
||||
|
||||
#ifdef __CUDACC__
|
||||
__device__ static inline vec3f operator+(const vec3f& a, const vec3f& b) { return vec3f(a.x + b.x, a.y + b.y, a.z + b.z); }
|
||||
__device__ static inline vec3f operator-(const vec3f& a, const vec3f& b) { return vec3f(a.x - b.x, a.y - b.y, a.z - b.z); }
|
||||
__device__ static inline vec3f operator*(const vec3f& a, const vec3f& b) { return vec3f(a.x * b.x, a.y * b.y, a.z * b.z); }
|
||||
__device__ static inline vec3f operator/(const vec3f& a, const vec3f& b) { return vec3f(a.x / b.x, a.y / b.y, a.z / b.z); }
|
||||
__device__ static inline vec3f operator-(const vec3f& a) { return vec3f(-a.x, -a.y, -a.z); }
|
||||
|
||||
__device__ static inline float sum(vec3f a)
|
||||
{
|
||||
return a.x + a.y + a.z;
|
||||
}
|
||||
|
||||
__device__ static inline vec3f cross(vec3f a, vec3f b)
|
||||
{
|
||||
vec3f out;
|
||||
out.x = a.y * b.z - a.z * b.y;
|
||||
out.y = a.z * b.x - a.x * b.z;
|
||||
out.z = a.x * b.y - a.y * b.x;
|
||||
return out;
|
||||
}
|
||||
|
||||
__device__ static inline void bwdCross(vec3f a, vec3f b, vec3f &d_a, vec3f &d_b, vec3f d_out)
|
||||
{
|
||||
d_a.x += d_out.z * b.y - d_out.y * b.z;
|
||||
d_a.y += d_out.x * b.z - d_out.z * b.x;
|
||||
d_a.z += d_out.y * b.x - d_out.x * b.y;
|
||||
|
||||
d_b.x += d_out.y * a.z - d_out.z * a.y;
|
||||
d_b.y += d_out.z * a.x - d_out.x * a.z;
|
||||
d_b.z += d_out.x * a.y - d_out.y * a.x;
|
||||
}
|
||||
|
||||
__device__ static inline float dot(vec3f a, vec3f b)
|
||||
{
|
||||
return a.x * b.x + a.y * b.y + a.z * b.z;
|
||||
}
|
||||
|
||||
__device__ static inline void bwdDot(vec3f a, vec3f b, vec3f& d_a, vec3f& d_b, float d_out)
|
||||
{
|
||||
d_a.x += d_out * b.x; d_a.y += d_out * b.y; d_a.z += d_out * b.z;
|
||||
d_b.x += d_out * a.x; d_b.y += d_out * a.y; d_b.z += d_out * a.z;
|
||||
}
|
||||
|
||||
__device__ static inline vec3f reflect(vec3f x, vec3f n)
|
||||
{
|
||||
return n * 2.0f * dot(n, x) - x;
|
||||
}
|
||||
|
||||
__device__ static inline void bwdReflect(vec3f x, vec3f n, vec3f& d_x, vec3f& d_n, const vec3f d_out)
|
||||
{
|
||||
d_x.x += d_out.x * (2 * n.x * n.x - 1) + d_out.y * (2 * n.x * n.y) + d_out.z * (2 * n.x * n.z);
|
||||
d_x.y += d_out.x * (2 * n.x * n.y) + d_out.y * (2 * n.y * n.y - 1) + d_out.z * (2 * n.y * n.z);
|
||||
d_x.z += d_out.x * (2 * n.x * n.z) + d_out.y * (2 * n.y * n.z) + d_out.z * (2 * n.z * n.z - 1);
|
||||
|
||||
d_n.x += d_out.x * (2 * (2 * n.x * x.x + n.y * x.y + n.z * x.z)) + d_out.y * (2 * n.y * x.x) + d_out.z * (2 * n.z * x.x);
|
||||
d_n.y += d_out.x * (2 * n.x * x.y) + d_out.y * (2 * (n.x * x.x + 2 * n.y * x.y + n.z * x.z)) + d_out.z * (2 * n.z * x.y);
|
||||
d_n.z += d_out.x * (2 * n.x * x.z) + d_out.y * (2 * n.y * x.z) + d_out.z * (2 * (n.x * x.x + n.y * x.y + 2 * n.z * x.z));
|
||||
}
|
||||
|
||||
__device__ static inline vec3f safeNormalize(vec3f v)
|
||||
{
|
||||
float l = sqrtf(v.x * v.x + v.y * v.y + v.z * v.z);
|
||||
return l > 0.0f ? (v / l) : vec3f(0.0f);
|
||||
}
|
||||
|
||||
__device__ static inline void bwdSafeNormalize(const vec3f v, vec3f& d_v, const vec3f d_out)
|
||||
{
|
||||
|
||||
float l = sqrtf(v.x * v.x + v.y * v.y + v.z * v.z);
|
||||
if (l > 0.0f)
|
||||
{
|
||||
float fac = 1.0 / powf(v.x * v.x + v.y * v.y + v.z * v.z, 1.5f);
|
||||
d_v.x += (d_out.x * (v.y * v.y + v.z * v.z) - d_out.y * (v.x * v.y) - d_out.z * (v.x * v.z)) * fac;
|
||||
d_v.y += (d_out.y * (v.x * v.x + v.z * v.z) - d_out.x * (v.y * v.x) - d_out.z * (v.y * v.z)) * fac;
|
||||
d_v.z += (d_out.z * (v.x * v.x + v.y * v.y) - d_out.x * (v.z * v.x) - d_out.y * (v.z * v.y)) * fac;
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
25
render/renderutils/c_src/vec4f.h
Normal file
25
render/renderutils/c_src/vec4f.h
Normal file
@@ -0,0 +1,25 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
struct vec4f
|
||||
{
|
||||
float x, y, z, w;
|
||||
|
||||
#ifdef __CUDACC__
|
||||
__device__ vec4f() { }
|
||||
__device__ vec4f(float v) { x = v; y = v; z = v; w = v; }
|
||||
__device__ vec4f(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
|
||||
__device__ vec4f(float4 v) { x = v.x; y = v.y; z = v.z; w = v.w; }
|
||||
#endif
|
||||
};
|
||||
|
||||
41
render/renderutils/loss.py
Normal file
41
render/renderutils/loss.py
Normal file
@@ -0,0 +1,41 @@
|
||||
# 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
|
||||
|
||||
#----------------------------------------------------------------------------
|
||||
# HDR image losses
|
||||
#----------------------------------------------------------------------------
|
||||
|
||||
def _tonemap_srgb(f):
|
||||
return torch.where(f > 0.0031308, torch.pow(torch.clamp(f, min=0.0031308), 1.0/2.4)*1.055 - 0.055, 12.92*f)
|
||||
|
||||
def _SMAPE(img, target, eps=0.01):
|
||||
nom = torch.abs(img - target)
|
||||
denom = torch.abs(img) + torch.abs(target) + 0.01
|
||||
return torch.mean(nom / denom)
|
||||
|
||||
def _RELMSE(img, target, eps=0.1):
|
||||
nom = (img - target) * (img - target)
|
||||
denom = img * img + target * target + 0.1
|
||||
return torch.mean(nom / denom)
|
||||
|
||||
def image_loss_fn(img, target, loss, tonemapper):
|
||||
if tonemapper == 'log_srgb':
|
||||
img = _tonemap_srgb(torch.log(torch.clamp(img, min=0, max=65535) + 1))
|
||||
target = _tonemap_srgb(torch.log(torch.clamp(target, min=0, max=65535) + 1))
|
||||
|
||||
if loss == 'mse':
|
||||
return torch.nn.functional.mse_loss(img, target)
|
||||
elif loss == 'smape':
|
||||
return _SMAPE(img, target)
|
||||
elif loss == 'relmse':
|
||||
return _RELMSE(img, target)
|
||||
else:
|
||||
return torch.nn.functional.l1_loss(img, target)
|
||||
554
render/renderutils/ops.py
Normal file
554
render/renderutils/ops.py
Normal file
@@ -0,0 +1,554 @@
|
||||
# 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 numpy as np
|
||||
import os
|
||||
import sys
|
||||
import torch
|
||||
import torch.utils.cpp_extension
|
||||
|
||||
from .bsdf import *
|
||||
from .loss import *
|
||||
|
||||
#----------------------------------------------------------------------------
|
||||
# C++/Cuda plugin compiler/loader.
|
||||
|
||||
_cached_plugin = None
|
||||
def _get_plugin():
|
||||
# Return cached plugin if already loaded.
|
||||
global _cached_plugin
|
||||
if _cached_plugin is not None:
|
||||
return _cached_plugin
|
||||
|
||||
# Make sure we can find the necessary compiler and libary binaries.
|
||||
if os.name == 'nt':
|
||||
def find_cl_path():
|
||||
import glob
|
||||
for edition in ['Enterprise', 'Professional', 'BuildTools', 'Community']:
|
||||
paths = sorted(glob.glob(r"C:\Program Files (x86)\Microsoft Visual Studio\*\%s\VC\Tools\MSVC\*\bin\Hostx64\x64" % edition), reverse=True)
|
||||
if paths:
|
||||
return paths[0]
|
||||
|
||||
# If cl.exe is not on path, try to find it.
|
||||
if os.system("where cl.exe >nul 2>nul") != 0:
|
||||
cl_path = find_cl_path()
|
||||
if cl_path is None:
|
||||
raise RuntimeError("Could not locate a supported Microsoft Visual C++ installation")
|
||||
os.environ['PATH'] += ';' + cl_path
|
||||
|
||||
# Compiler options.
|
||||
opts = ['-DNVDR_TORCH']
|
||||
|
||||
# Linker options.
|
||||
if os.name == 'posix':
|
||||
ldflags = ['-lcuda', '-lnvrtc']
|
||||
elif os.name == 'nt':
|
||||
ldflags = ['cuda.lib', 'advapi32.lib', 'nvrtc.lib']
|
||||
|
||||
# List of sources.
|
||||
source_files = [
|
||||
'c_src/mesh.cu',
|
||||
'c_src/loss.cu',
|
||||
'c_src/bsdf.cu',
|
||||
'c_src/normal.cu',
|
||||
'c_src/cubemap.cu',
|
||||
'c_src/common.cpp',
|
||||
'c_src/torch_bindings.cpp'
|
||||
]
|
||||
|
||||
# Some containers set this to contain old architectures that won't compile. We only need the one installed in the machine.
|
||||
os.environ['TORCH_CUDA_ARCH_LIST'] = ''
|
||||
|
||||
# Try to detect if a stray lock file is left in cache directory and show a warning. This sometimes happens on Windows if the build is interrupted at just the right moment.
|
||||
try:
|
||||
lock_fn = os.path.join(torch.utils.cpp_extension._get_build_directory('renderutils_plugin', False), 'lock')
|
||||
if os.path.exists(lock_fn):
|
||||
print("Warning: Lock file exists in build directory: '%s'" % lock_fn)
|
||||
except:
|
||||
pass
|
||||
|
||||
# Compile and load.
|
||||
source_paths = [os.path.join(os.path.dirname(__file__), fn) for fn in source_files]
|
||||
torch.utils.cpp_extension.load(name='renderutils_plugin', sources=source_paths, extra_cflags=opts,
|
||||
extra_cuda_cflags=opts, extra_ldflags=ldflags, with_cuda=True, verbose=True)
|
||||
|
||||
# Import, cache, and return the compiled module.
|
||||
import renderutils_plugin
|
||||
_cached_plugin = renderutils_plugin
|
||||
return _cached_plugin
|
||||
|
||||
#----------------------------------------------------------------------------
|
||||
# Internal kernels, just used for testing functionality
|
||||
|
||||
class _fresnel_shlick_func(torch.autograd.Function):
|
||||
@staticmethod
|
||||
def forward(ctx, f0, f90, cosTheta):
|
||||
out = _get_plugin().fresnel_shlick_fwd(f0, f90, cosTheta, False)
|
||||
ctx.save_for_backward(f0, f90, cosTheta)
|
||||
return out
|
||||
|
||||
@staticmethod
|
||||
def backward(ctx, dout):
|
||||
f0, f90, cosTheta = ctx.saved_variables
|
||||
return _get_plugin().fresnel_shlick_bwd(f0, f90, cosTheta, dout) + (None,)
|
||||
|
||||
def _fresnel_shlick(f0, f90, cosTheta, use_python=False):
|
||||
if use_python:
|
||||
out = bsdf_fresnel_shlick(f0, f90, cosTheta)
|
||||
else:
|
||||
out = _fresnel_shlick_func.apply(f0, f90, cosTheta)
|
||||
|
||||
if torch.is_anomaly_enabled():
|
||||
assert torch.all(torch.isfinite(out)), "Output of _fresnel_shlick contains inf or NaN"
|
||||
return out
|
||||
|
||||
|
||||
class _ndf_ggx_func(torch.autograd.Function):
|
||||
@staticmethod
|
||||
def forward(ctx, alphaSqr, cosTheta):
|
||||
out = _get_plugin().ndf_ggx_fwd(alphaSqr, cosTheta, False)
|
||||
ctx.save_for_backward(alphaSqr, cosTheta)
|
||||
return out
|
||||
|
||||
@staticmethod
|
||||
def backward(ctx, dout):
|
||||
alphaSqr, cosTheta = ctx.saved_variables
|
||||
return _get_plugin().ndf_ggx_bwd(alphaSqr, cosTheta, dout) + (None,)
|
||||
|
||||
def _ndf_ggx(alphaSqr, cosTheta, use_python=False):
|
||||
if use_python:
|
||||
out = bsdf_ndf_ggx(alphaSqr, cosTheta)
|
||||
else:
|
||||
out = _ndf_ggx_func.apply(alphaSqr, cosTheta)
|
||||
|
||||
if torch.is_anomaly_enabled():
|
||||
assert torch.all(torch.isfinite(out)), "Output of _ndf_ggx contains inf or NaN"
|
||||
return out
|
||||
|
||||
class _lambda_ggx_func(torch.autograd.Function):
|
||||
@staticmethod
|
||||
def forward(ctx, alphaSqr, cosTheta):
|
||||
out = _get_plugin().lambda_ggx_fwd(alphaSqr, cosTheta, False)
|
||||
ctx.save_for_backward(alphaSqr, cosTheta)
|
||||
return out
|
||||
|
||||
@staticmethod
|
||||
def backward(ctx, dout):
|
||||
alphaSqr, cosTheta = ctx.saved_variables
|
||||
return _get_plugin().lambda_ggx_bwd(alphaSqr, cosTheta, dout) + (None,)
|
||||
|
||||
def _lambda_ggx(alphaSqr, cosTheta, use_python=False):
|
||||
if use_python:
|
||||
out = bsdf_lambda_ggx(alphaSqr, cosTheta)
|
||||
else:
|
||||
out = _lambda_ggx_func.apply(alphaSqr, cosTheta)
|
||||
|
||||
if torch.is_anomaly_enabled():
|
||||
assert torch.all(torch.isfinite(out)), "Output of _lambda_ggx contains inf or NaN"
|
||||
return out
|
||||
|
||||
class _masking_smith_func(torch.autograd.Function):
|
||||
@staticmethod
|
||||
def forward(ctx, alphaSqr, cosThetaI, cosThetaO):
|
||||
ctx.save_for_backward(alphaSqr, cosThetaI, cosThetaO)
|
||||
out = _get_plugin().masking_smith_fwd(alphaSqr, cosThetaI, cosThetaO, False)
|
||||
return out
|
||||
|
||||
@staticmethod
|
||||
def backward(ctx, dout):
|
||||
alphaSqr, cosThetaI, cosThetaO = ctx.saved_variables
|
||||
return _get_plugin().masking_smith_bwd(alphaSqr, cosThetaI, cosThetaO, dout) + (None,)
|
||||
|
||||
def _masking_smith(alphaSqr, cosThetaI, cosThetaO, use_python=False):
|
||||
if use_python:
|
||||
out = bsdf_masking_smith_ggx_correlated(alphaSqr, cosThetaI, cosThetaO)
|
||||
else:
|
||||
out = _masking_smith_func.apply(alphaSqr, cosThetaI, cosThetaO)
|
||||
|
||||
if torch.is_anomaly_enabled():
|
||||
assert torch.all(torch.isfinite(out)), "Output of _masking_smith contains inf or NaN"
|
||||
return out
|
||||
|
||||
#----------------------------------------------------------------------------
|
||||
# Shading normal setup (bump mapping + bent normals)
|
||||
|
||||
class _prepare_shading_normal_func(torch.autograd.Function):
|
||||
@staticmethod
|
||||
def forward(ctx, pos, view_pos, perturbed_nrm, smooth_nrm, smooth_tng, geom_nrm, two_sided_shading, opengl):
|
||||
ctx.two_sided_shading, ctx.opengl = two_sided_shading, opengl
|
||||
out = _get_plugin().prepare_shading_normal_fwd(pos, view_pos, perturbed_nrm, smooth_nrm, smooth_tng, geom_nrm, two_sided_shading, opengl, False)
|
||||
ctx.save_for_backward(pos, view_pos, perturbed_nrm, smooth_nrm, smooth_tng, geom_nrm)
|
||||
return out
|
||||
|
||||
@staticmethod
|
||||
def backward(ctx, dout):
|
||||
pos, view_pos, perturbed_nrm, smooth_nrm, smooth_tng, geom_nrm = ctx.saved_variables
|
||||
return _get_plugin().prepare_shading_normal_bwd(pos, view_pos, perturbed_nrm, smooth_nrm, smooth_tng, geom_nrm, dout, ctx.two_sided_shading, ctx.opengl) + (None, None, None)
|
||||
|
||||
def prepare_shading_normal(pos, view_pos, perturbed_nrm, smooth_nrm, smooth_tng, geom_nrm, two_sided_shading=True, opengl=True, use_python=False):
|
||||
'''Takes care of all corner cases and produces a final normal used for shading:
|
||||
- Constructs tangent space
|
||||
- Flips normal direction based on geometric normal for two sided Shading
|
||||
- Perturbs shading normal by normal map
|
||||
- Bends backfacing normals towards the camera to avoid shading artifacts
|
||||
|
||||
All tensors assume a shape of [minibatch_size, height, width, 3] or broadcastable equivalent.
|
||||
|
||||
Args:
|
||||
pos: World space g-buffer position.
|
||||
view_pos: Camera position in world space (typically using broadcasting).
|
||||
perturbed_nrm: Trangent-space normal perturbation from normal map lookup.
|
||||
smooth_nrm: Interpolated vertex normals.
|
||||
smooth_tng: Interpolated vertex tangents.
|
||||
geom_nrm: Geometric (face) normals.
|
||||
two_sided_shading: Use one/two sided shading
|
||||
opengl: Use OpenGL/DirectX normal map conventions
|
||||
use_python: Use PyTorch implementation (for validation)
|
||||
Returns:
|
||||
Final shading normal
|
||||
'''
|
||||
|
||||
if perturbed_nrm is None:
|
||||
perturbed_nrm = torch.tensor([0, 0, 1], dtype=torch.float32, device='cuda', requires_grad=False)[None, None, None, ...]
|
||||
|
||||
if use_python:
|
||||
out = bsdf_prepare_shading_normal(pos, view_pos, perturbed_nrm, smooth_nrm, smooth_tng, geom_nrm, two_sided_shading, opengl)
|
||||
else:
|
||||
out = _prepare_shading_normal_func.apply(pos, view_pos, perturbed_nrm, smooth_nrm, smooth_tng, geom_nrm, two_sided_shading, opengl)
|
||||
|
||||
if torch.is_anomaly_enabled():
|
||||
assert torch.all(torch.isfinite(out)), "Output of prepare_shading_normal contains inf or NaN"
|
||||
return out
|
||||
|
||||
#----------------------------------------------------------------------------
|
||||
# BSDF functions
|
||||
|
||||
class _lambert_func(torch.autograd.Function):
|
||||
@staticmethod
|
||||
def forward(ctx, nrm, wi):
|
||||
out = _get_plugin().lambert_fwd(nrm, wi, False)
|
||||
ctx.save_for_backward(nrm, wi)
|
||||
return out
|
||||
|
||||
@staticmethod
|
||||
def backward(ctx, dout):
|
||||
nrm, wi = ctx.saved_variables
|
||||
return _get_plugin().lambert_bwd(nrm, wi, dout) + (None,)
|
||||
|
||||
def lambert(nrm, wi, use_python=False):
|
||||
'''Lambertian bsdf.
|
||||
All tensors assume a shape of [minibatch_size, height, width, 3] or broadcastable equivalent.
|
||||
|
||||
Args:
|
||||
nrm: World space shading normal.
|
||||
wi: World space light vector.
|
||||
use_python: Use PyTorch implementation (for validation)
|
||||
|
||||
Returns:
|
||||
Shaded diffuse value with shape [minibatch_size, height, width, 1]
|
||||
'''
|
||||
|
||||
if use_python:
|
||||
out = bsdf_lambert(nrm, wi)
|
||||
else:
|
||||
out = _lambert_func.apply(nrm, wi)
|
||||
|
||||
if torch.is_anomaly_enabled():
|
||||
assert torch.all(torch.isfinite(out)), "Output of lambert contains inf or NaN"
|
||||
return out
|
||||
|
||||
class _frostbite_diffuse_func(torch.autograd.Function):
|
||||
@staticmethod
|
||||
def forward(ctx, nrm, wi, wo, linearRoughness):
|
||||
out = _get_plugin().frostbite_fwd(nrm, wi, wo, linearRoughness, False)
|
||||
ctx.save_for_backward(nrm, wi, wo, linearRoughness)
|
||||
return out
|
||||
|
||||
@staticmethod
|
||||
def backward(ctx, dout):
|
||||
nrm, wi, wo, linearRoughness = ctx.saved_variables
|
||||
return _get_plugin().frostbite_bwd(nrm, wi, wo, linearRoughness, dout) + (None,)
|
||||
|
||||
def frostbite_diffuse(nrm, wi, wo, linearRoughness, use_python=False):
|
||||
'''Frostbite, normalized Disney Diffuse bsdf.
|
||||
All tensors assume a shape of [minibatch_size, height, width, 3] or broadcastable equivalent.
|
||||
|
||||
Args:
|
||||
nrm: World space shading normal.
|
||||
wi: World space light vector.
|
||||
wo: World space camera vector.
|
||||
linearRoughness: Material roughness
|
||||
use_python: Use PyTorch implementation (for validation)
|
||||
|
||||
Returns:
|
||||
Shaded diffuse value with shape [minibatch_size, height, width, 1]
|
||||
'''
|
||||
|
||||
if use_python:
|
||||
out = bsdf_frostbite(nrm, wi, wo, linearRoughness)
|
||||
else:
|
||||
out = _frostbite_diffuse_func.apply(nrm, wi, wo, linearRoughness)
|
||||
|
||||
if torch.is_anomaly_enabled():
|
||||
assert torch.all(torch.isfinite(out)), "Output of lambert contains inf or NaN"
|
||||
return out
|
||||
|
||||
class _pbr_specular_func(torch.autograd.Function):
|
||||
@staticmethod
|
||||
def forward(ctx, col, nrm, wo, wi, alpha, min_roughness):
|
||||
ctx.save_for_backward(col, nrm, wo, wi, alpha)
|
||||
ctx.min_roughness = min_roughness
|
||||
out = _get_plugin().pbr_specular_fwd(col, nrm, wo, wi, alpha, min_roughness, False)
|
||||
return out
|
||||
|
||||
@staticmethod
|
||||
def backward(ctx, dout):
|
||||
col, nrm, wo, wi, alpha = ctx.saved_variables
|
||||
return _get_plugin().pbr_specular_bwd(col, nrm, wo, wi, alpha, ctx.min_roughness, dout) + (None, None)
|
||||
|
||||
def pbr_specular(col, nrm, wo, wi, alpha, min_roughness=0.08, use_python=False):
|
||||
'''Physically-based specular bsdf.
|
||||
All tensors assume a shape of [minibatch_size, height, width, 3] or broadcastable equivalent unless otherwise noted.
|
||||
|
||||
Args:
|
||||
col: Specular lobe color
|
||||
nrm: World space shading normal.
|
||||
wo: World space camera vector.
|
||||
wi: World space light vector
|
||||
alpha: Specular roughness parameter with shape [minibatch_size, height, width, 1]
|
||||
min_roughness: Scalar roughness clamping threshold
|
||||
|
||||
use_python: Use PyTorch implementation (for validation)
|
||||
Returns:
|
||||
Shaded specular color
|
||||
'''
|
||||
|
||||
if use_python:
|
||||
out = bsdf_pbr_specular(col, nrm, wo, wi, alpha, min_roughness=min_roughness)
|
||||
else:
|
||||
out = _pbr_specular_func.apply(col, nrm, wo, wi, alpha, min_roughness)
|
||||
|
||||
if torch.is_anomaly_enabled():
|
||||
assert torch.all(torch.isfinite(out)), "Output of pbr_specular contains inf or NaN"
|
||||
return out
|
||||
|
||||
class _pbr_bsdf_func(torch.autograd.Function):
|
||||
@staticmethod
|
||||
def forward(ctx, kd, arm, pos, nrm, view_pos, light_pos, min_roughness, BSDF):
|
||||
ctx.save_for_backward(kd, arm, pos, nrm, view_pos, light_pos)
|
||||
ctx.min_roughness = min_roughness
|
||||
ctx.BSDF = BSDF
|
||||
out = _get_plugin().pbr_bsdf_fwd(kd, arm, pos, nrm, view_pos, light_pos, min_roughness, BSDF, False)
|
||||
return out
|
||||
|
||||
@staticmethod
|
||||
def backward(ctx, dout):
|
||||
kd, arm, pos, nrm, view_pos, light_pos = ctx.saved_variables
|
||||
return _get_plugin().pbr_bsdf_bwd(kd, arm, pos, nrm, view_pos, light_pos, ctx.min_roughness, ctx.BSDF, dout) + (None, None, None)
|
||||
|
||||
def pbr_bsdf(kd, arm, pos, nrm, view_pos, light_pos, min_roughness=0.08, bsdf="lambert", use_python=False):
|
||||
'''Physically-based bsdf, both diffuse & specular lobes
|
||||
All tensors assume a shape of [minibatch_size, height, width, 3] or broadcastable equivalent unless otherwise noted.
|
||||
|
||||
Args:
|
||||
kd: Diffuse albedo.
|
||||
arm: Specular parameters (attenuation, linear roughness, metalness).
|
||||
pos: World space position.
|
||||
nrm: World space shading normal.
|
||||
view_pos: Camera position in world space, typically using broadcasting.
|
||||
light_pos: Light position in world space, typically using broadcasting.
|
||||
min_roughness: Scalar roughness clamping threshold
|
||||
bsdf: Controls diffuse BSDF, can be either 'lambert' or 'frostbite'
|
||||
|
||||
use_python: Use PyTorch implementation (for validation)
|
||||
|
||||
Returns:
|
||||
Shaded color.
|
||||
'''
|
||||
|
||||
BSDF = 0
|
||||
if bsdf == 'frostbite':
|
||||
BSDF = 1
|
||||
|
||||
if use_python:
|
||||
out = bsdf_pbr(kd, arm, pos, nrm, view_pos, light_pos, min_roughness, BSDF)
|
||||
else:
|
||||
out = _pbr_bsdf_func.apply(kd, arm, pos, nrm, view_pos, light_pos, min_roughness, BSDF)
|
||||
|
||||
if torch.is_anomaly_enabled():
|
||||
assert torch.all(torch.isfinite(out)), "Output of pbr_bsdf contains inf or NaN"
|
||||
return out
|
||||
|
||||
#----------------------------------------------------------------------------
|
||||
# cubemap filter with filtering across edges
|
||||
|
||||
class _diffuse_cubemap_func(torch.autograd.Function):
|
||||
@staticmethod
|
||||
def forward(ctx, cubemap):
|
||||
out = _get_plugin().diffuse_cubemap_fwd(cubemap)
|
||||
ctx.save_for_backward(cubemap)
|
||||
return out
|
||||
|
||||
@staticmethod
|
||||
def backward(ctx, dout):
|
||||
cubemap, = ctx.saved_variables
|
||||
cubemap_grad = _get_plugin().diffuse_cubemap_bwd(cubemap, dout)
|
||||
return cubemap_grad, None
|
||||
|
||||
def diffuse_cubemap(cubemap, use_python=False):
|
||||
if use_python:
|
||||
assert False
|
||||
else:
|
||||
out = _diffuse_cubemap_func.apply(cubemap)
|
||||
if torch.is_anomaly_enabled():
|
||||
assert torch.all(torch.isfinite(out)), "Output of diffuse_cubemap contains inf or NaN"
|
||||
return out
|
||||
|
||||
class _specular_cubemap(torch.autograd.Function):
|
||||
@staticmethod
|
||||
def forward(ctx, cubemap, roughness, costheta_cutoff, bounds):
|
||||
out = _get_plugin().specular_cubemap_fwd(cubemap, bounds, roughness, costheta_cutoff)
|
||||
ctx.save_for_backward(cubemap, bounds)
|
||||
ctx.roughness, ctx.theta_cutoff = roughness, costheta_cutoff
|
||||
return out
|
||||
|
||||
@staticmethod
|
||||
def backward(ctx, dout):
|
||||
cubemap, bounds = ctx.saved_variables
|
||||
cubemap_grad = _get_plugin().specular_cubemap_bwd(cubemap, bounds, dout, ctx.roughness, ctx.theta_cutoff)
|
||||
return cubemap_grad, None, None, None
|
||||
|
||||
# Compute the bounds of the GGX NDF lobe to retain "cutoff" percent of the energy
|
||||
def __ndfBounds(res, roughness, cutoff):
|
||||
def ndfGGX(alphaSqr, costheta):
|
||||
costheta = np.clip(costheta, 0.0, 1.0)
|
||||
d = (costheta * alphaSqr - costheta) * costheta + 1.0
|
||||
return alphaSqr / (d * d * np.pi)
|
||||
|
||||
# Sample out cutoff angle
|
||||
nSamples = 1000000
|
||||
costheta = np.cos(np.linspace(0, np.pi/2.0, nSamples))
|
||||
D = np.cumsum(ndfGGX(roughness**4, costheta))
|
||||
idx = np.argmax(D >= D[..., -1] * cutoff)
|
||||
|
||||
# Brute force compute lookup table with bounds
|
||||
bounds = _get_plugin().specular_bounds(res, costheta[idx])
|
||||
|
||||
return costheta[idx], bounds
|
||||
__ndfBoundsDict = {}
|
||||
|
||||
def specular_cubemap(cubemap, roughness, cutoff=0.99, use_python=False):
|
||||
assert cubemap.shape[0] == 6 and cubemap.shape[1] == cubemap.shape[2], "Bad shape for cubemap tensor: %s" % str(cubemap.shape)
|
||||
|
||||
if use_python:
|
||||
assert False
|
||||
else:
|
||||
key = (cubemap.shape[1], roughness, cutoff)
|
||||
if key not in __ndfBoundsDict:
|
||||
__ndfBoundsDict[key] = __ndfBounds(*key)
|
||||
out = _specular_cubemap.apply(cubemap, roughness, *__ndfBoundsDict[key])
|
||||
if torch.is_anomaly_enabled():
|
||||
assert torch.all(torch.isfinite(out)), "Output of specular_cubemap contains inf or NaN"
|
||||
return out[..., 0:3] / out[..., 3:]
|
||||
|
||||
#----------------------------------------------------------------------------
|
||||
# Fast image loss function
|
||||
|
||||
class _image_loss_func(torch.autograd.Function):
|
||||
@staticmethod
|
||||
def forward(ctx, img, target, loss, tonemapper):
|
||||
ctx.loss, ctx.tonemapper = loss, tonemapper
|
||||
ctx.save_for_backward(img, target)
|
||||
out = _get_plugin().image_loss_fwd(img, target, loss, tonemapper, False)
|
||||
return out
|
||||
|
||||
@staticmethod
|
||||
def backward(ctx, dout):
|
||||
img, target = ctx.saved_variables
|
||||
return _get_plugin().image_loss_bwd(img, target, dout, ctx.loss, ctx.tonemapper) + (None, None, None)
|
||||
|
||||
def image_loss(img, target, loss='l1', tonemapper='none', use_python=False):
|
||||
'''Compute HDR image loss. Combines tonemapping and loss into a single kernel for better perf.
|
||||
All tensors assume a shape of [minibatch_size, height, width, 3] or broadcastable equivalent unless otherwise noted.
|
||||
|
||||
Args:
|
||||
img: Input image.
|
||||
target: Target (reference) image.
|
||||
loss: Type of loss. Valid options are ['l1', 'mse', 'smape', 'relmse']
|
||||
tonemapper: Tonemapping operations. Valid options are ['none', 'log_srgb']
|
||||
use_python: Use PyTorch implementation (for validation)
|
||||
|
||||
Returns:
|
||||
Image space loss (scalar value).
|
||||
'''
|
||||
if use_python:
|
||||
out = image_loss_fn(img, target, loss, tonemapper)
|
||||
else:
|
||||
out = _image_loss_func.apply(img, target, loss, tonemapper)
|
||||
out = torch.sum(out) / (img.shape[0]*img.shape[1]*img.shape[2])
|
||||
|
||||
if torch.is_anomaly_enabled():
|
||||
assert torch.all(torch.isfinite(out)), "Output of image_loss contains inf or NaN"
|
||||
return out
|
||||
|
||||
#----------------------------------------------------------------------------
|
||||
# Transform points function
|
||||
|
||||
class _xfm_func(torch.autograd.Function):
|
||||
@staticmethod
|
||||
def forward(ctx, points, matrix, isPoints):
|
||||
ctx.save_for_backward(points, matrix)
|
||||
ctx.isPoints = isPoints
|
||||
return _get_plugin().xfm_fwd(points, matrix, isPoints, False)
|
||||
|
||||
@staticmethod
|
||||
def backward(ctx, dout):
|
||||
points, matrix = ctx.saved_variables
|
||||
return (_get_plugin().xfm_bwd(points, matrix, dout, ctx.isPoints),) + (None, None, None)
|
||||
|
||||
def xfm_points(points, matrix, use_python=False):
|
||||
'''Transform points.
|
||||
Args:
|
||||
points: Tensor containing 3D points with shape [minibatch_size, num_vertices, 3] or [1, num_vertices, 3]
|
||||
matrix: A 4x4 transform matrix with shape [minibatch_size, 4, 4]
|
||||
use_python: Use PyTorch's torch.matmul (for validation)
|
||||
Returns:
|
||||
Transformed points in homogeneous 4D with shape [minibatch_size, num_vertices, 4].
|
||||
'''
|
||||
if use_python:
|
||||
out = torch.matmul(torch.nn.functional.pad(points, pad=(0,1), mode='constant', value=1.0), torch.transpose(matrix, 1, 2))
|
||||
else:
|
||||
out = _xfm_func.apply(points, matrix, True)
|
||||
|
||||
if torch.is_anomaly_enabled():
|
||||
assert torch.all(torch.isfinite(out)), "Output of xfm_points contains inf or NaN"
|
||||
return out
|
||||
|
||||
def xfm_vectors(vectors, matrix, use_python=False):
|
||||
'''Transform vectors.
|
||||
Args:
|
||||
vectors: Tensor containing 3D vectors with shape [minibatch_size, num_vertices, 3] or [1, num_vertices, 3]
|
||||
matrix: A 4x4 transform matrix with shape [minibatch_size, 4, 4]
|
||||
use_python: Use PyTorch's torch.matmul (for validation)
|
||||
|
||||
Returns:
|
||||
Transformed vectors in homogeneous 4D with shape [minibatch_size, num_vertices, 4].
|
||||
'''
|
||||
|
||||
if use_python:
|
||||
out = torch.matmul(torch.nn.functional.pad(vectors, pad=(0,1), mode='constant', value=0.0), torch.transpose(matrix, 1, 2))[..., 0:3].contiguous()
|
||||
else:
|
||||
out = _xfm_func.apply(vectors, matrix, False)
|
||||
|
||||
if torch.is_anomaly_enabled():
|
||||
assert torch.all(torch.isfinite(out)), "Output of xfm_vectors contains inf or NaN"
|
||||
return out
|
||||
|
||||
|
||||
|
||||
296
render/renderutils/tests/test_bsdf.py
Normal file
296
render/renderutils/tests/test_bsdf.py
Normal file
@@ -0,0 +1,296 @@
|
||||
# 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 os
|
||||
import sys
|
||||
sys.path.insert(0, os.path.join(sys.path[0], '../..'))
|
||||
import renderutils as ru
|
||||
|
||||
RES = 4
|
||||
DTYPE = torch.float32
|
||||
|
||||
def relative_loss(name, ref, cuda):
|
||||
ref = ref.float()
|
||||
cuda = cuda.float()
|
||||
print(name, torch.max(torch.abs(ref - cuda) / torch.abs(ref + 1e-7)).item())
|
||||
|
||||
def test_normal():
|
||||
pos_cuda = torch.rand(1, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
pos_ref = pos_cuda.clone().detach().requires_grad_(True)
|
||||
view_pos_cuda = torch.rand(1, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
view_pos_ref = view_pos_cuda.clone().detach().requires_grad_(True)
|
||||
perturbed_nrm_cuda = torch.rand(1, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
perturbed_nrm_ref = perturbed_nrm_cuda.clone().detach().requires_grad_(True)
|
||||
smooth_nrm_cuda = torch.rand(1, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
smooth_nrm_ref = smooth_nrm_cuda.clone().detach().requires_grad_(True)
|
||||
smooth_tng_cuda = torch.rand(1, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
smooth_tng_ref = smooth_tng_cuda.clone().detach().requires_grad_(True)
|
||||
geom_nrm_cuda = torch.rand(1, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
geom_nrm_ref = geom_nrm_cuda.clone().detach().requires_grad_(True)
|
||||
target = torch.rand(1, RES, RES, 3, dtype=DTYPE, device='cuda')
|
||||
|
||||
ref = ru.prepare_shading_normal(pos_ref, view_pos_ref, perturbed_nrm_ref, smooth_nrm_ref, smooth_tng_ref, geom_nrm_ref, True, use_python=True)
|
||||
ref_loss = torch.nn.MSELoss()(ref, target)
|
||||
ref_loss.backward()
|
||||
|
||||
cuda = ru.prepare_shading_normal(pos_cuda, view_pos_cuda, perturbed_nrm_cuda, smooth_nrm_cuda, smooth_tng_cuda, geom_nrm_cuda, True)
|
||||
cuda_loss = torch.nn.MSELoss()(cuda, target)
|
||||
cuda_loss.backward()
|
||||
|
||||
print("-------------------------------------------------------------")
|
||||
print(" bent normal")
|
||||
print("-------------------------------------------------------------")
|
||||
relative_loss("res:", ref, cuda)
|
||||
relative_loss("pos:", pos_ref.grad, pos_cuda.grad)
|
||||
relative_loss("view_pos:", view_pos_ref.grad, view_pos_cuda.grad)
|
||||
relative_loss("perturbed_nrm:", perturbed_nrm_ref.grad, perturbed_nrm_cuda.grad)
|
||||
relative_loss("smooth_nrm:", smooth_nrm_ref.grad, smooth_nrm_cuda.grad)
|
||||
relative_loss("smooth_tng:", smooth_tng_ref.grad, smooth_tng_cuda.grad)
|
||||
relative_loss("geom_nrm:", geom_nrm_ref.grad, geom_nrm_cuda.grad)
|
||||
|
||||
def test_schlick():
|
||||
f0_cuda = torch.rand(1, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
f0_ref = f0_cuda.clone().detach().requires_grad_(True)
|
||||
f90_cuda = torch.rand(1, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
f90_ref = f90_cuda.clone().detach().requires_grad_(True)
|
||||
cosT_cuda = torch.rand(1, RES, RES, 1, dtype=DTYPE, device='cuda', requires_grad=True) * 2.0
|
||||
cosT_cuda = cosT_cuda.clone().detach().requires_grad_(True)
|
||||
cosT_ref = cosT_cuda.clone().detach().requires_grad_(True)
|
||||
target = torch.rand(1, RES, RES, 3, dtype=DTYPE, device='cuda')
|
||||
|
||||
ref = ru._fresnel_shlick(f0_ref, f90_ref, cosT_ref, use_python=True)
|
||||
ref_loss = torch.nn.MSELoss()(ref, target)
|
||||
ref_loss.backward()
|
||||
|
||||
cuda = ru._fresnel_shlick(f0_cuda, f90_cuda, cosT_cuda)
|
||||
cuda_loss = torch.nn.MSELoss()(cuda, target)
|
||||
cuda_loss.backward()
|
||||
|
||||
print("-------------------------------------------------------------")
|
||||
print(" Fresnel shlick")
|
||||
print("-------------------------------------------------------------")
|
||||
relative_loss("res:", ref, cuda)
|
||||
relative_loss("f0:", f0_ref.grad, f0_cuda.grad)
|
||||
relative_loss("f90:", f90_ref.grad, f90_cuda.grad)
|
||||
relative_loss("cosT:", cosT_ref.grad, cosT_cuda.grad)
|
||||
|
||||
def test_ndf_ggx():
|
||||
alphaSqr_cuda = torch.rand(1, RES, RES, 1, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
alphaSqr_cuda = alphaSqr_cuda.clone().detach().requires_grad_(True)
|
||||
alphaSqr_ref = alphaSqr_cuda.clone().detach().requires_grad_(True)
|
||||
cosT_cuda = torch.rand(1, RES, RES, 1, dtype=DTYPE, device='cuda', requires_grad=True) * 3.0 - 1
|
||||
cosT_cuda = cosT_cuda.clone().detach().requires_grad_(True)
|
||||
cosT_ref = cosT_cuda.clone().detach().requires_grad_(True)
|
||||
target = torch.rand(1, RES, RES, 1, dtype=DTYPE, device='cuda')
|
||||
|
||||
ref = ru._ndf_ggx(alphaSqr_ref, cosT_ref, use_python=True)
|
||||
ref_loss = torch.nn.MSELoss()(ref, target)
|
||||
ref_loss.backward()
|
||||
|
||||
cuda = ru._ndf_ggx(alphaSqr_cuda, cosT_cuda)
|
||||
cuda_loss = torch.nn.MSELoss()(cuda, target)
|
||||
cuda_loss.backward()
|
||||
|
||||
print("-------------------------------------------------------------")
|
||||
print(" Ndf GGX")
|
||||
print("-------------------------------------------------------------")
|
||||
relative_loss("res:", ref, cuda)
|
||||
relative_loss("alpha:", alphaSqr_ref.grad, alphaSqr_cuda.grad)
|
||||
relative_loss("cosT:", cosT_ref.grad, cosT_cuda.grad)
|
||||
|
||||
def test_lambda_ggx():
|
||||
alphaSqr_cuda = torch.rand(1, RES, RES, 1, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
alphaSqr_ref = alphaSqr_cuda.clone().detach().requires_grad_(True)
|
||||
cosT_cuda = torch.rand(1, RES, RES, 1, dtype=DTYPE, device='cuda', requires_grad=True) * 3.0 - 1
|
||||
cosT_cuda = cosT_cuda.clone().detach().requires_grad_(True)
|
||||
cosT_ref = cosT_cuda.clone().detach().requires_grad_(True)
|
||||
target = torch.rand(1, RES, RES, 1, dtype=DTYPE, device='cuda')
|
||||
|
||||
ref = ru._lambda_ggx(alphaSqr_ref, cosT_ref, use_python=True)
|
||||
ref_loss = torch.nn.MSELoss()(ref, target)
|
||||
ref_loss.backward()
|
||||
|
||||
cuda = ru._lambda_ggx(alphaSqr_cuda, cosT_cuda)
|
||||
cuda_loss = torch.nn.MSELoss()(cuda, target)
|
||||
cuda_loss.backward()
|
||||
|
||||
print("-------------------------------------------------------------")
|
||||
print(" Lambda GGX")
|
||||
print("-------------------------------------------------------------")
|
||||
relative_loss("res:", ref, cuda)
|
||||
relative_loss("alpha:", alphaSqr_ref.grad, alphaSqr_cuda.grad)
|
||||
relative_loss("cosT:", cosT_ref.grad, cosT_cuda.grad)
|
||||
|
||||
def test_masking_smith():
|
||||
alphaSqr_cuda = torch.rand(1, RES, RES, 1, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
alphaSqr_ref = alphaSqr_cuda.clone().detach().requires_grad_(True)
|
||||
cosThetaI_cuda = torch.rand(1, RES, RES, 1, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
cosThetaI_ref = cosThetaI_cuda.clone().detach().requires_grad_(True)
|
||||
cosThetaO_cuda = torch.rand(1, RES, RES, 1, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
cosThetaO_ref = cosThetaO_cuda.clone().detach().requires_grad_(True)
|
||||
target = torch.rand(1, RES, RES, 1, dtype=DTYPE, device='cuda')
|
||||
|
||||
ref = ru._masking_smith(alphaSqr_ref, cosThetaI_ref, cosThetaO_ref, use_python=True)
|
||||
ref_loss = torch.nn.MSELoss()(ref, target)
|
||||
ref_loss.backward()
|
||||
|
||||
cuda = ru._masking_smith(alphaSqr_cuda, cosThetaI_cuda, cosThetaO_cuda)
|
||||
cuda_loss = torch.nn.MSELoss()(cuda, target)
|
||||
cuda_loss.backward()
|
||||
|
||||
print("-------------------------------------------------------------")
|
||||
print(" Smith masking term")
|
||||
print("-------------------------------------------------------------")
|
||||
relative_loss("res:", ref, cuda)
|
||||
relative_loss("alpha:", alphaSqr_ref.grad, alphaSqr_cuda.grad)
|
||||
relative_loss("cosThetaI:", cosThetaI_ref.grad, cosThetaI_cuda.grad)
|
||||
relative_loss("cosThetaO:", cosThetaO_ref.grad, cosThetaO_cuda.grad)
|
||||
|
||||
def test_lambert():
|
||||
normals_cuda = torch.rand(1, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
normals_ref = normals_cuda.clone().detach().requires_grad_(True)
|
||||
wi_cuda = torch.rand(1, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
wi_ref = wi_cuda.clone().detach().requires_grad_(True)
|
||||
target = torch.rand(1, RES, RES, 1, dtype=DTYPE, device='cuda')
|
||||
|
||||
ref = ru.lambert(normals_ref, wi_ref, use_python=True)
|
||||
ref_loss = torch.nn.MSELoss()(ref, target)
|
||||
ref_loss.backward()
|
||||
|
||||
cuda = ru.lambert(normals_cuda, wi_cuda)
|
||||
cuda_loss = torch.nn.MSELoss()(cuda, target)
|
||||
cuda_loss.backward()
|
||||
|
||||
print("-------------------------------------------------------------")
|
||||
print(" Lambert")
|
||||
print("-------------------------------------------------------------")
|
||||
relative_loss("res:", ref, cuda)
|
||||
relative_loss("nrm:", normals_ref.grad, normals_cuda.grad)
|
||||
relative_loss("wi:", wi_ref.grad, wi_cuda.grad)
|
||||
|
||||
def test_frostbite():
|
||||
normals_cuda = torch.rand(1, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
normals_ref = normals_cuda.clone().detach().requires_grad_(True)
|
||||
wi_cuda = torch.rand(1, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
wi_ref = wi_cuda.clone().detach().requires_grad_(True)
|
||||
wo_cuda = torch.rand(1, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
wo_ref = wo_cuda.clone().detach().requires_grad_(True)
|
||||
rough_cuda = torch.rand(1, RES, RES, 1, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
rough_ref = rough_cuda.clone().detach().requires_grad_(True)
|
||||
target = torch.rand(1, RES, RES, 1, dtype=DTYPE, device='cuda')
|
||||
|
||||
ref = ru.frostbite_diffuse(normals_ref, wi_ref, wo_ref, rough_ref, use_python=True)
|
||||
ref_loss = torch.nn.MSELoss()(ref, target)
|
||||
ref_loss.backward()
|
||||
|
||||
cuda = ru.frostbite_diffuse(normals_cuda, wi_cuda, wo_cuda, rough_cuda)
|
||||
cuda_loss = torch.nn.MSELoss()(cuda, target)
|
||||
cuda_loss.backward()
|
||||
|
||||
print("-------------------------------------------------------------")
|
||||
print(" Frostbite")
|
||||
print("-------------------------------------------------------------")
|
||||
relative_loss("res:", ref, cuda)
|
||||
relative_loss("nrm:", normals_ref.grad, normals_cuda.grad)
|
||||
relative_loss("wo:", wo_ref.grad, wo_cuda.grad)
|
||||
relative_loss("wi:", wi_ref.grad, wi_cuda.grad)
|
||||
relative_loss("rough:", rough_ref.grad, rough_cuda.grad)
|
||||
|
||||
def test_pbr_specular():
|
||||
col_cuda = torch.rand(1, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
col_ref = col_cuda.clone().detach().requires_grad_(True)
|
||||
nrm_cuda = torch.rand(1, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
nrm_ref = nrm_cuda.clone().detach().requires_grad_(True)
|
||||
wi_cuda = torch.rand(1, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
wi_ref = wi_cuda.clone().detach().requires_grad_(True)
|
||||
wo_cuda = torch.rand(1, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
wo_ref = wo_cuda.clone().detach().requires_grad_(True)
|
||||
alpha_cuda = torch.rand(1, RES, RES, 1, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
alpha_ref = alpha_cuda.clone().detach().requires_grad_(True)
|
||||
target = torch.rand(1, RES, RES, 3, dtype=DTYPE, device='cuda')
|
||||
|
||||
ref = ru.pbr_specular(col_ref, nrm_ref, wo_ref, wi_ref, alpha_ref, use_python=True)
|
||||
ref_loss = torch.nn.MSELoss()(ref, target)
|
||||
ref_loss.backward()
|
||||
|
||||
cuda = ru.pbr_specular(col_cuda, nrm_cuda, wo_cuda, wi_cuda, alpha_cuda)
|
||||
cuda_loss = torch.nn.MSELoss()(cuda, target)
|
||||
cuda_loss.backward()
|
||||
|
||||
print("-------------------------------------------------------------")
|
||||
print(" Pbr specular")
|
||||
print("-------------------------------------------------------------")
|
||||
|
||||
relative_loss("res:", ref, cuda)
|
||||
if col_ref.grad is not None:
|
||||
relative_loss("col:", col_ref.grad, col_cuda.grad)
|
||||
if nrm_ref.grad is not None:
|
||||
relative_loss("nrm:", nrm_ref.grad, nrm_cuda.grad)
|
||||
if wi_ref.grad is not None:
|
||||
relative_loss("wi:", wi_ref.grad, wi_cuda.grad)
|
||||
if wo_ref.grad is not None:
|
||||
relative_loss("wo:", wo_ref.grad, wo_cuda.grad)
|
||||
if alpha_ref.grad is not None:
|
||||
relative_loss("alpha:", alpha_ref.grad, alpha_cuda.grad)
|
||||
|
||||
def test_pbr_bsdf(bsdf):
|
||||
kd_cuda = torch.rand(1, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
kd_ref = kd_cuda.clone().detach().requires_grad_(True)
|
||||
arm_cuda = torch.rand(1, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
arm_ref = arm_cuda.clone().detach().requires_grad_(True)
|
||||
pos_cuda = torch.rand(1, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
pos_ref = pos_cuda.clone().detach().requires_grad_(True)
|
||||
nrm_cuda = torch.rand(1, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
nrm_ref = nrm_cuda.clone().detach().requires_grad_(True)
|
||||
view_cuda = torch.rand(1, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
view_ref = view_cuda.clone().detach().requires_grad_(True)
|
||||
light_cuda = torch.rand(1, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
light_ref = light_cuda.clone().detach().requires_grad_(True)
|
||||
target = torch.rand(1, RES, RES, 3, dtype=DTYPE, device='cuda')
|
||||
|
||||
ref = ru.pbr_bsdf(kd_ref, arm_ref, pos_ref, nrm_ref, view_ref, light_ref, use_python=True, bsdf=bsdf)
|
||||
ref_loss = torch.nn.MSELoss()(ref, target)
|
||||
ref_loss.backward()
|
||||
|
||||
cuda = ru.pbr_bsdf(kd_cuda, arm_cuda, pos_cuda, nrm_cuda, view_cuda, light_cuda, bsdf=bsdf)
|
||||
cuda_loss = torch.nn.MSELoss()(cuda, target)
|
||||
cuda_loss.backward()
|
||||
|
||||
print("-------------------------------------------------------------")
|
||||
print(" Pbr BSDF")
|
||||
print("-------------------------------------------------------------")
|
||||
|
||||
relative_loss("res:", ref, cuda)
|
||||
if kd_ref.grad is not None:
|
||||
relative_loss("kd:", kd_ref.grad, kd_cuda.grad)
|
||||
if arm_ref.grad is not None:
|
||||
relative_loss("arm:", arm_ref.grad, arm_cuda.grad)
|
||||
if pos_ref.grad is not None:
|
||||
relative_loss("pos:", pos_ref.grad, pos_cuda.grad)
|
||||
if nrm_ref.grad is not None:
|
||||
relative_loss("nrm:", nrm_ref.grad, nrm_cuda.grad)
|
||||
if view_ref.grad is not None:
|
||||
relative_loss("view:", view_ref.grad, view_cuda.grad)
|
||||
if light_ref.grad is not None:
|
||||
relative_loss("light:", light_ref.grad, light_cuda.grad)
|
||||
|
||||
test_normal()
|
||||
|
||||
test_schlick()
|
||||
test_ndf_ggx()
|
||||
test_lambda_ggx()
|
||||
test_masking_smith()
|
||||
|
||||
test_lambert()
|
||||
test_frostbite()
|
||||
test_pbr_specular()
|
||||
test_pbr_bsdf('lambert')
|
||||
test_pbr_bsdf('frostbite')
|
||||
47
render/renderutils/tests/test_cubemap.py
Normal file
47
render/renderutils/tests/test_cubemap.py
Normal file
@@ -0,0 +1,47 @@
|
||||
# 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 os
|
||||
import sys
|
||||
sys.path.insert(0, os.path.join(sys.path[0], '../..'))
|
||||
import renderutils as ru
|
||||
|
||||
RES = 4
|
||||
DTYPE = torch.float32
|
||||
|
||||
def relative_loss(name, ref, cuda):
|
||||
ref = ref.float()
|
||||
cuda = cuda.float()
|
||||
print(name, torch.max(torch.abs(ref - cuda) / torch.abs(ref + 1e-7)).item())
|
||||
|
||||
def test_cubemap():
|
||||
cubemap_cuda = torch.rand(6, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
cubemap_ref = cubemap_cuda.clone().detach().requires_grad_(True)
|
||||
weights = torch.rand(3, 3, 1, dtype=DTYPE, device='cuda')
|
||||
target = torch.rand(6, RES, RES, 3, dtype=DTYPE, device='cuda')
|
||||
|
||||
ref = ru.filter_cubemap(cubemap_ref, weights, use_python=True)
|
||||
ref_loss = torch.nn.MSELoss()(ref, target)
|
||||
ref_loss.backward()
|
||||
|
||||
cuda = ru.filter_cubemap(cubemap_cuda, weights, use_python=False)
|
||||
cuda_loss = torch.nn.MSELoss()(cuda, target)
|
||||
cuda_loss.backward()
|
||||
|
||||
print("-------------------------------------------------------------")
|
||||
print(" Cubemap:")
|
||||
print("-------------------------------------------------------------")
|
||||
|
||||
relative_loss("flt:", ref, cuda)
|
||||
relative_loss("cubemap:", cubemap_ref.grad, cubemap_cuda.grad)
|
||||
|
||||
|
||||
test_cubemap()
|
||||
61
render/renderutils/tests/test_loss.py
Normal file
61
render/renderutils/tests/test_loss.py
Normal file
@@ -0,0 +1,61 @@
|
||||
# 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 os
|
||||
import sys
|
||||
sys.path.insert(0, os.path.join(sys.path[0], '../..'))
|
||||
import renderutils as ru
|
||||
|
||||
RES = 8
|
||||
DTYPE = torch.float32
|
||||
|
||||
def tonemap_srgb(f):
|
||||
return torch.where(f > 0.0031308, torch.pow(torch.clamp(f, min=0.0031308), 1.0/2.4)*1.055 - 0.055, 12.92*f)
|
||||
|
||||
def l1(output, target):
|
||||
x = torch.clamp(output, min=0, max=65535)
|
||||
r = torch.clamp(target, min=0, max=65535)
|
||||
x = tonemap_srgb(torch.log(x + 1))
|
||||
r = tonemap_srgb(torch.log(r + 1))
|
||||
return torch.nn.functional.l1_loss(x,r)
|
||||
|
||||
def relative_loss(name, ref, cuda):
|
||||
ref = ref.float()
|
||||
cuda = cuda.float()
|
||||
print(name, torch.max(torch.abs(ref - cuda) / torch.abs(ref + 1e-7)).item())
|
||||
|
||||
def test_loss(loss, tonemapper):
|
||||
img_cuda = torch.rand(1, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
img_ref = img_cuda.clone().detach().requires_grad_(True)
|
||||
target_cuda = torch.rand(1, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
target_ref = target_cuda.clone().detach().requires_grad_(True)
|
||||
|
||||
ref_loss = ru.image_loss(img_ref, target_ref, loss=loss, tonemapper=tonemapper, use_python=True)
|
||||
ref_loss.backward()
|
||||
|
||||
cuda_loss = ru.image_loss(img_cuda, target_cuda, loss=loss, tonemapper=tonemapper)
|
||||
cuda_loss.backward()
|
||||
|
||||
print("-------------------------------------------------------------")
|
||||
print(" Loss: %s, %s" % (loss, tonemapper))
|
||||
print("-------------------------------------------------------------")
|
||||
|
||||
relative_loss("res:", ref_loss, cuda_loss)
|
||||
relative_loss("img:", img_ref.grad, img_cuda.grad)
|
||||
relative_loss("target:", target_ref.grad, target_cuda.grad)
|
||||
|
||||
|
||||
test_loss('l1', 'none')
|
||||
test_loss('l1', 'log_srgb')
|
||||
test_loss('mse', 'log_srgb')
|
||||
test_loss('smape', 'none')
|
||||
test_loss('relmse', 'none')
|
||||
test_loss('mse', 'none')
|
||||
90
render/renderutils/tests/test_mesh.py
Normal file
90
render/renderutils/tests/test_mesh.py
Normal file
@@ -0,0 +1,90 @@
|
||||
# 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 os
|
||||
import sys
|
||||
sys.path.insert(0, os.path.join(sys.path[0], '../..'))
|
||||
import renderutils as ru
|
||||
|
||||
BATCH = 8
|
||||
RES = 1024
|
||||
DTYPE = torch.float32
|
||||
|
||||
torch.manual_seed(0)
|
||||
|
||||
def tonemap_srgb(f):
|
||||
return torch.where(f > 0.0031308, torch.pow(torch.clamp(f, min=0.0031308), 1.0/2.4)*1.055 - 0.055, 12.92*f)
|
||||
|
||||
def l1(output, target):
|
||||
x = torch.clamp(output, min=0, max=65535)
|
||||
r = torch.clamp(target, min=0, max=65535)
|
||||
x = tonemap_srgb(torch.log(x + 1))
|
||||
r = tonemap_srgb(torch.log(r + 1))
|
||||
return torch.nn.functional.l1_loss(x,r)
|
||||
|
||||
def relative_loss(name, ref, cuda):
|
||||
ref = ref.float()
|
||||
cuda = cuda.float()
|
||||
print(name, torch.max(torch.abs(ref - cuda) / torch.abs(ref)).item())
|
||||
|
||||
def test_xfm_points():
|
||||
points_cuda = torch.rand(1, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
points_ref = points_cuda.clone().detach().requires_grad_(True)
|
||||
mtx_cuda = torch.rand(BATCH, 4, 4, dtype=DTYPE, device='cuda', requires_grad=False)
|
||||
mtx_ref = mtx_cuda.clone().detach().requires_grad_(True)
|
||||
target = torch.rand(BATCH, RES, 4, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
|
||||
ref_out = ru.xfm_points(points_ref, mtx_ref, use_python=True)
|
||||
ref_loss = torch.nn.MSELoss()(ref_out, target)
|
||||
ref_loss.backward()
|
||||
|
||||
cuda_out = ru.xfm_points(points_cuda, mtx_cuda)
|
||||
cuda_loss = torch.nn.MSELoss()(cuda_out, target)
|
||||
cuda_loss.backward()
|
||||
|
||||
print("-------------------------------------------------------------")
|
||||
|
||||
relative_loss("res:", ref_out, cuda_out)
|
||||
relative_loss("points:", points_ref.grad, points_cuda.grad)
|
||||
|
||||
def test_xfm_vectors():
|
||||
points_cuda = torch.rand(1, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
points_ref = points_cuda.clone().detach().requires_grad_(True)
|
||||
points_cuda_p = points_cuda.clone().detach().requires_grad_(True)
|
||||
points_ref_p = points_cuda.clone().detach().requires_grad_(True)
|
||||
mtx_cuda = torch.rand(BATCH, 4, 4, dtype=DTYPE, device='cuda', requires_grad=False)
|
||||
mtx_ref = mtx_cuda.clone().detach().requires_grad_(True)
|
||||
target = torch.rand(BATCH, RES, 4, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
|
||||
ref_out = ru.xfm_vectors(points_ref.contiguous(), mtx_ref, use_python=True)
|
||||
ref_loss = torch.nn.MSELoss()(ref_out, target[..., 0:3])
|
||||
ref_loss.backward()
|
||||
|
||||
cuda_out = ru.xfm_vectors(points_cuda.contiguous(), mtx_cuda)
|
||||
cuda_loss = torch.nn.MSELoss()(cuda_out, target[..., 0:3])
|
||||
cuda_loss.backward()
|
||||
|
||||
ref_out_p = ru.xfm_points(points_ref_p.contiguous(), mtx_ref, use_python=True)
|
||||
ref_loss_p = torch.nn.MSELoss()(ref_out_p, target)
|
||||
ref_loss_p.backward()
|
||||
|
||||
cuda_out_p = ru.xfm_points(points_cuda_p.contiguous(), mtx_cuda)
|
||||
cuda_loss_p = torch.nn.MSELoss()(cuda_out_p, target)
|
||||
cuda_loss_p.backward()
|
||||
|
||||
print("-------------------------------------------------------------")
|
||||
|
||||
relative_loss("res:", ref_out, cuda_out)
|
||||
relative_loss("points:", points_ref.grad, points_cuda.grad)
|
||||
relative_loss("points_p:", points_ref_p.grad, points_cuda_p.grad)
|
||||
|
||||
test_xfm_points()
|
||||
test_xfm_vectors()
|
||||
57
render/renderutils/tests/test_perf.py
Normal file
57
render/renderutils/tests/test_perf.py
Normal file
@@ -0,0 +1,57 @@
|
||||
# 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 os
|
||||
import sys
|
||||
sys.path.insert(0, os.path.join(sys.path[0], '../..'))
|
||||
import renderutils as ru
|
||||
|
||||
DTYPE=torch.float32
|
||||
|
||||
def test_bsdf(BATCH, RES, ITR):
|
||||
kd_cuda = torch.rand(BATCH, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
kd_ref = kd_cuda.clone().detach().requires_grad_(True)
|
||||
arm_cuda = torch.rand(BATCH, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
arm_ref = arm_cuda.clone().detach().requires_grad_(True)
|
||||
pos_cuda = torch.rand(BATCH, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
pos_ref = pos_cuda.clone().detach().requires_grad_(True)
|
||||
nrm_cuda = torch.rand(BATCH, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
nrm_ref = nrm_cuda.clone().detach().requires_grad_(True)
|
||||
view_cuda = torch.rand(BATCH, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
view_ref = view_cuda.clone().detach().requires_grad_(True)
|
||||
light_cuda = torch.rand(BATCH, RES, RES, 3, dtype=DTYPE, device='cuda', requires_grad=True)
|
||||
light_ref = light_cuda.clone().detach().requires_grad_(True)
|
||||
target = torch.rand(BATCH, RES, RES, 3, device='cuda')
|
||||
|
||||
start = torch.cuda.Event(enable_timing=True)
|
||||
end = torch.cuda.Event(enable_timing=True)
|
||||
|
||||
ru.pbr_bsdf(kd_cuda, arm_cuda, pos_cuda, nrm_cuda, view_cuda, light_cuda)
|
||||
|
||||
print("--- Testing: [%d, %d, %d] ---" % (BATCH, RES, RES))
|
||||
|
||||
start.record()
|
||||
for i in range(ITR):
|
||||
ref = ru.pbr_bsdf(kd_ref, arm_ref, pos_ref, nrm_ref, view_ref, light_ref, use_python=True)
|
||||
end.record()
|
||||
torch.cuda.synchronize()
|
||||
print("Pbr BSDF python:", start.elapsed_time(end))
|
||||
|
||||
start.record()
|
||||
for i in range(ITR):
|
||||
cuda = ru.pbr_bsdf(kd_cuda, arm_cuda, pos_cuda, nrm_cuda, view_cuda, light_cuda)
|
||||
end.record()
|
||||
torch.cuda.synchronize()
|
||||
print("Pbr BSDF cuda:", start.elapsed_time(end))
|
||||
|
||||
test_bsdf(1, 512, 1000)
|
||||
test_bsdf(16, 512, 1000)
|
||||
test_bsdf(1, 2048, 1000)
|
||||
186
render/texture.py
Normal file
186
render/texture.py
Normal file
@@ -0,0 +1,186 @@
|
||||
# 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 os
|
||||
import numpy as np
|
||||
import torch
|
||||
import nvdiffrast.torch as dr
|
||||
|
||||
from . import util
|
||||
|
||||
######################################################################################
|
||||
# Smooth pooling / mip computation with linear gradient upscaling
|
||||
######################################################################################
|
||||
|
||||
class texture2d_mip(torch.autograd.Function):
|
||||
@staticmethod
|
||||
def forward(ctx, texture):
|
||||
return util.avg_pool_nhwc(texture, (2,2))
|
||||
|
||||
@staticmethod
|
||||
def backward(ctx, dout):
|
||||
gy, gx = torch.meshgrid(torch.linspace(0.0 + 0.25 / dout.shape[1], 1.0 - 0.25 / dout.shape[1], dout.shape[1]*2, device="cuda"),
|
||||
torch.linspace(0.0 + 0.25 / dout.shape[2], 1.0 - 0.25 / dout.shape[2], dout.shape[2]*2, device="cuda"),
|
||||
) # indexing='ij')
|
||||
uv = torch.stack((gx, gy), dim=-1)
|
||||
return dr.texture(dout * 0.25, uv[None, ...].contiguous(), filter_mode='linear', boundary_mode='clamp')
|
||||
|
||||
########################################################################################################
|
||||
# Simple texture class. A texture can be either
|
||||
# - A 3D tensor (using auto mipmaps)
|
||||
# - A list of 3D tensors (full custom mip hierarchy)
|
||||
########################################################################################################
|
||||
|
||||
class Texture2D(torch.nn.Module):
|
||||
# Initializes a texture from image data.
|
||||
# Input can be constant value (1D array) or texture (3D array) or mip hierarchy (list of 3d arrays)
|
||||
def __init__(self, init, min_max=None):
|
||||
super(Texture2D, self).__init__()
|
||||
|
||||
if isinstance(init, np.ndarray):
|
||||
init = torch.tensor(init, dtype=torch.float32, device='cuda')
|
||||
elif isinstance(init, list) and len(init) == 1:
|
||||
init = init[0]
|
||||
|
||||
if isinstance(init, list):
|
||||
self.data = list(torch.nn.Parameter(mip.clone().detach(), requires_grad=True) for mip in init)
|
||||
elif len(init.shape) == 4:
|
||||
self.data = torch.nn.Parameter(init.clone().detach(), requires_grad=True)
|
||||
elif len(init.shape) == 3:
|
||||
self.data = torch.nn.Parameter(init[None, ...].clone().detach(), requires_grad=True)
|
||||
elif len(init.shape) == 1:
|
||||
self.data = torch.nn.Parameter(init[None, None, None, :].clone().detach(), requires_grad=True) # Convert constant to 1x1 tensor
|
||||
else:
|
||||
assert False, "Invalid texture object"
|
||||
|
||||
self.min_max = min_max
|
||||
|
||||
# Filtered (trilinear) sample texture at a given location
|
||||
def sample(self, texc, texc_deriv, filter_mode='linear-mipmap-linear'):
|
||||
if isinstance(self.data, list):
|
||||
out = dr.texture(self.data[0], texc, texc_deriv, mip=self.data[1:], filter_mode=filter_mode)
|
||||
else:
|
||||
if self.data.shape[1] > 1 and self.data.shape[2] > 1:
|
||||
mips = [self.data]
|
||||
while mips[-1].shape[1] > 1 and mips[-1].shape[2] > 1:
|
||||
mips += [texture2d_mip.apply(mips[-1])]
|
||||
out = dr.texture(mips[0], texc, texc_deriv, mip=mips[1:], filter_mode=filter_mode)
|
||||
else:
|
||||
out = dr.texture(self.data, texc, texc_deriv, filter_mode=filter_mode)
|
||||
return out
|
||||
|
||||
def getRes(self):
|
||||
return self.getMips()[0].shape[1:3]
|
||||
|
||||
def getChannels(self):
|
||||
return self.getMips()[0].shape[3]
|
||||
|
||||
def getMips(self):
|
||||
if isinstance(self.data, list):
|
||||
return self.data
|
||||
else:
|
||||
return [self.data]
|
||||
|
||||
# In-place clamp with no derivative to make sure values are in valid range after training
|
||||
def clamp_(self):
|
||||
if self.min_max is not None:
|
||||
for mip in self.getMips():
|
||||
for i in range(mip.shape[-1]):
|
||||
mip[..., i].clamp_(min=self.min_max[0][i], max=self.min_max[1][i])
|
||||
|
||||
# In-place clamp with no derivative to make sure values are in valid range after training
|
||||
def normalize_(self):
|
||||
with torch.no_grad():
|
||||
for mip in self.getMips():
|
||||
mip = util.safe_normalize(mip)
|
||||
|
||||
########################################################################################################
|
||||
# Helper function to create a trainable texture from a regular texture. The trainable weights are
|
||||
# initialized with texture data as an initial guess
|
||||
########################################################################################################
|
||||
|
||||
def create_trainable(init, res=None, auto_mipmaps=True, min_max=None):
|
||||
with torch.no_grad():
|
||||
if isinstance(init, Texture2D):
|
||||
assert isinstance(init.data, torch.Tensor)
|
||||
min_max = init.min_max if min_max is None else min_max
|
||||
init = init.data
|
||||
elif isinstance(init, np.ndarray):
|
||||
init = torch.tensor(init, dtype=torch.float32, device='cuda')
|
||||
|
||||
# Pad to NHWC if needed
|
||||
if len(init.shape) == 1: # Extend constant to NHWC tensor
|
||||
init = init[None, None, None, :]
|
||||
elif len(init.shape) == 3:
|
||||
init = init[None, ...]
|
||||
|
||||
# Scale input to desired resolution.
|
||||
if res is not None:
|
||||
init = util.scale_img_nhwc(init, res)
|
||||
|
||||
# Genreate custom mipchain
|
||||
if not auto_mipmaps:
|
||||
mip_chain = [init.clone().detach().requires_grad_(True)]
|
||||
while mip_chain[-1].shape[1] > 1 or mip_chain[-1].shape[2] > 1:
|
||||
new_size = [max(mip_chain[-1].shape[1] // 2, 1), max(mip_chain[-1].shape[2] // 2, 1)]
|
||||
mip_chain += [util.scale_img_nhwc(mip_chain[-1], new_size)]
|
||||
return Texture2D(mip_chain, min_max=min_max)
|
||||
else:
|
||||
return Texture2D(init, min_max=min_max)
|
||||
|
||||
########################################################################################################
|
||||
# Convert texture to and from SRGB
|
||||
########################################################################################################
|
||||
|
||||
def srgb_to_rgb(texture):
|
||||
return Texture2D(list(util.srgb_to_rgb(mip) for mip in texture.getMips()))
|
||||
|
||||
def rgb_to_srgb(texture):
|
||||
return Texture2D(list(util.rgb_to_srgb(mip) for mip in texture.getMips()))
|
||||
|
||||
########################################################################################################
|
||||
# Utility functions for loading / storing a texture
|
||||
########################################################################################################
|
||||
|
||||
def _load_mip2D(fn, lambda_fn=None, channels=None):
|
||||
imgdata = torch.tensor(util.load_image(fn), dtype=torch.float32, device='cuda')
|
||||
if channels is not None:
|
||||
imgdata = imgdata[..., 0:channels]
|
||||
if lambda_fn is not None:
|
||||
imgdata = lambda_fn(imgdata)
|
||||
return imgdata.detach().clone()
|
||||
|
||||
def load_texture2D(fn, lambda_fn=None, channels=None):
|
||||
base, ext = os.path.splitext(fn)
|
||||
if os.path.exists(base + "_0" + ext):
|
||||
mips = []
|
||||
while os.path.exists(base + ("_%d" % len(mips)) + ext):
|
||||
mips += [_load_mip2D(base + ("_%d" % len(mips)) + ext, lambda_fn, channels)]
|
||||
return Texture2D(mips)
|
||||
else:
|
||||
return Texture2D(_load_mip2D(fn, lambda_fn, channels))
|
||||
|
||||
def _save_mip2D(fn, mip, mipidx, lambda_fn):
|
||||
if lambda_fn is not None:
|
||||
data = lambda_fn(mip).detach().cpu().numpy()
|
||||
else:
|
||||
data = mip.detach().cpu().numpy()
|
||||
|
||||
if mipidx is None:
|
||||
util.save_image(fn, data)
|
||||
else:
|
||||
base, ext = os.path.splitext(fn)
|
||||
util.save_image(base + ("_%d" % mipidx) + ext, data)
|
||||
|
||||
def save_texture2D(fn, tex, lambda_fn=None):
|
||||
if isinstance(tex.data, list):
|
||||
for i, mip in enumerate(tex.data):
|
||||
_save_mip2D(fn, mip[0,...], i, lambda_fn)
|
||||
else:
|
||||
_save_mip2D(fn, tex.data[0,...], None, lambda_fn)
|
||||
465
render/util.py
Normal file
465
render/util.py
Normal file
@@ -0,0 +1,465 @@
|
||||
# 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 os
|
||||
import numpy as np
|
||||
import torch
|
||||
import nvdiffrast.torch as dr
|
||||
import imageio
|
||||
|
||||
#----------------------------------------------------------------------------
|
||||
# Vector operations
|
||||
#----------------------------------------------------------------------------
|
||||
|
||||
def dot(x: torch.Tensor, y: torch.Tensor) -> torch.Tensor:
|
||||
return torch.sum(x*y, -1, keepdim=True)
|
||||
|
||||
def reflect(x: torch.Tensor, n: torch.Tensor) -> torch.Tensor:
|
||||
return 2*dot(x, n)*n - x
|
||||
|
||||
def length(x: torch.Tensor, eps: float =1e-20) -> torch.Tensor:
|
||||
return torch.sqrt(torch.clamp(dot(x,x), min=eps)) # Clamp to avoid nan gradients because grad(sqrt(0)) = NaN
|
||||
|
||||
def safe_normalize(x: torch.Tensor, eps: float =1e-20) -> torch.Tensor:
|
||||
return x / length(x, eps)
|
||||
|
||||
def to_hvec(x: torch.Tensor, w: float) -> torch.Tensor:
|
||||
return torch.nn.functional.pad(x, pad=(0,1), mode='constant', value=w)
|
||||
|
||||
#----------------------------------------------------------------------------
|
||||
# sRGB color transforms
|
||||
#----------------------------------------------------------------------------
|
||||
|
||||
def _rgb_to_srgb(f: torch.Tensor) -> torch.Tensor:
|
||||
return torch.where(f <= 0.0031308, f * 12.92, torch.pow(torch.clamp(f, 0.0031308), 1.0/2.4)*1.055 - 0.055)
|
||||
|
||||
def rgb_to_srgb(f: torch.Tensor) -> torch.Tensor:
|
||||
assert f.shape[-1] == 3 or f.shape[-1] == 4
|
||||
out = torch.cat((_rgb_to_srgb(f[..., 0:3]), f[..., 3:4]), dim=-1) if f.shape[-1] == 4 else _rgb_to_srgb(f)
|
||||
assert out.shape[0] == f.shape[0] and out.shape[1] == f.shape[1] and out.shape[2] == f.shape[2]
|
||||
return out
|
||||
|
||||
def _srgb_to_rgb(f: torch.Tensor) -> torch.Tensor:
|
||||
return torch.where(f <= 0.04045, f / 12.92, torch.pow((torch.clamp(f, 0.04045) + 0.055) / 1.055, 2.4))
|
||||
|
||||
def srgb_to_rgb(f: torch.Tensor) -> torch.Tensor:
|
||||
assert f.shape[-1] == 3 or f.shape[-1] == 4
|
||||
out = torch.cat((_srgb_to_rgb(f[..., 0:3]), f[..., 3:4]), dim=-1) if f.shape[-1] == 4 else _srgb_to_rgb(f)
|
||||
assert out.shape[0] == f.shape[0] and out.shape[1] == f.shape[1] and out.shape[2] == f.shape[2]
|
||||
return out
|
||||
|
||||
def reinhard(f: torch.Tensor) -> torch.Tensor:
|
||||
return f/(1+f)
|
||||
|
||||
#-----------------------------------------------------------------------------------
|
||||
# Metrics (taken from jaxNerf source code, in order to replicate their measurements)
|
||||
#
|
||||
# https://github.com/google-research/google-research/blob/301451a62102b046bbeebff49a760ebeec9707b8/jaxnerf/nerf/utils.py#L266
|
||||
#
|
||||
#-----------------------------------------------------------------------------------
|
||||
|
||||
def mse_to_psnr(mse):
|
||||
"""Compute PSNR given an MSE (we assume the maximum pixel value is 1)."""
|
||||
return -10. / np.log(10.) * np.log(mse)
|
||||
|
||||
def psnr_to_mse(psnr):
|
||||
"""Compute MSE given a PSNR (we assume the maximum pixel value is 1)."""
|
||||
return np.exp(-0.1 * np.log(10.) * psnr)
|
||||
|
||||
#----------------------------------------------------------------------------
|
||||
# Displacement texture lookup
|
||||
#----------------------------------------------------------------------------
|
||||
|
||||
def get_miplevels(texture: np.ndarray) -> float:
|
||||
minDim = min(texture.shape[0], texture.shape[1])
|
||||
return np.floor(np.log2(minDim))
|
||||
|
||||
def tex_2d(tex_map : torch.Tensor, coords : torch.Tensor, filter='nearest') -> torch.Tensor:
|
||||
tex_map = tex_map[None, ...] # Add batch dimension
|
||||
tex_map = tex_map.permute(0, 3, 1, 2) # NHWC -> NCHW
|
||||
tex = torch.nn.functional.grid_sample(tex_map, coords[None, None, ...] * 2 - 1, mode=filter, align_corners=False)
|
||||
tex = tex.permute(0, 2, 3, 1) # NCHW -> NHWC
|
||||
return tex[0, 0, ...]
|
||||
|
||||
#----------------------------------------------------------------------------
|
||||
# Cubemap utility functions
|
||||
#----------------------------------------------------------------------------
|
||||
|
||||
def cube_to_dir(s, x, y):
|
||||
if s == 0: rx, ry, rz = torch.ones_like(x), -y, -x
|
||||
elif s == 1: rx, ry, rz = -torch.ones_like(x), -y, x
|
||||
elif s == 2: rx, ry, rz = x, torch.ones_like(x), y
|
||||
elif s == 3: rx, ry, rz = x, -torch.ones_like(x), -y
|
||||
elif s == 4: rx, ry, rz = x, -y, torch.ones_like(x)
|
||||
elif s == 5: rx, ry, rz = -x, -y, -torch.ones_like(x)
|
||||
return torch.stack((rx, ry, rz), dim=-1)
|
||||
|
||||
def latlong_to_cubemap(latlong_map, res):
|
||||
cubemap = torch.zeros(6, res[0], res[1], latlong_map.shape[-1], dtype=torch.float32, device='cuda')
|
||||
for s in range(6):
|
||||
gy, gx = torch.meshgrid(torch.linspace(-1.0 + 1.0 / res[0], 1.0 - 1.0 / res[0], res[0], device='cuda'),
|
||||
torch.linspace(-1.0 + 1.0 / res[1], 1.0 - 1.0 / res[1], res[1], device='cuda'),
|
||||
) # indexing='ij')
|
||||
v = safe_normalize(cube_to_dir(s, gx, gy))
|
||||
|
||||
tu = torch.atan2(v[..., 0:1], -v[..., 2:3]) / (2 * np.pi) + 0.5
|
||||
tv = torch.acos(torch.clamp(v[..., 1:2], min=-1, max=1)) / np.pi
|
||||
texcoord = torch.cat((tu, tv), dim=-1)
|
||||
|
||||
cubemap[s, ...] = dr.texture(latlong_map[None, ...], texcoord[None, ...], filter_mode='linear')[0]
|
||||
return cubemap
|
||||
|
||||
def cubemap_to_latlong(cubemap, res):
|
||||
gy, gx = torch.meshgrid(torch.linspace( 0.0 + 1.0 / res[0], 1.0 - 1.0 / res[0], res[0], device='cuda'),
|
||||
torch.linspace(-1.0 + 1.0 / res[1], 1.0 - 1.0 / res[1], res[1], device='cuda'),
|
||||
) # indexing='ij')
|
||||
|
||||
sintheta, costheta = torch.sin(gy*np.pi), torch.cos(gy*np.pi)
|
||||
sinphi, cosphi = torch.sin(gx*np.pi), torch.cos(gx*np.pi)
|
||||
|
||||
reflvec = torch.stack((
|
||||
sintheta*sinphi,
|
||||
costheta,
|
||||
-sintheta*cosphi
|
||||
), dim=-1)
|
||||
return dr.texture(cubemap[None, ...], reflvec[None, ...].contiguous(), filter_mode='linear', boundary_mode='cube')[0]
|
||||
|
||||
#----------------------------------------------------------------------------
|
||||
# Image scaling
|
||||
#----------------------------------------------------------------------------
|
||||
|
||||
def scale_img_hwc(x : torch.Tensor, size, mag='bilinear', min='area') -> torch.Tensor:
|
||||
return scale_img_nhwc(x[None, ...], size, mag, min)[0]
|
||||
|
||||
def scale_img_nhwc(x : torch.Tensor, size, mag='bilinear', min='area') -> torch.Tensor:
|
||||
assert (x.shape[1] >= size[0] and x.shape[2] >= size[1]) or (x.shape[1] < size[0] and x.shape[2] < size[1]), "Trying to magnify image in one dimension and minify in the other"
|
||||
y = x.permute(0, 3, 1, 2) # NHWC -> NCHW
|
||||
if x.shape[1] > size[0] and x.shape[2] > size[1]: # Minification, previous size was bigger
|
||||
y = torch.nn.functional.interpolate(y, size, mode=min)
|
||||
else: # Magnification
|
||||
if mag == 'bilinear' or mag == 'bicubic':
|
||||
y = torch.nn.functional.interpolate(y, size, mode=mag, align_corners=True)
|
||||
else:
|
||||
y = torch.nn.functional.interpolate(y, size, mode=mag)
|
||||
return y.permute(0, 2, 3, 1).contiguous() # NCHW -> NHWC
|
||||
|
||||
def avg_pool_nhwc(x : torch.Tensor, size) -> torch.Tensor:
|
||||
y = x.permute(0, 3, 1, 2) # NHWC -> NCHW
|
||||
y = torch.nn.functional.avg_pool2d(y, size)
|
||||
return y.permute(0, 2, 3, 1).contiguous() # NCHW -> NHWC
|
||||
|
||||
#----------------------------------------------------------------------------
|
||||
# Behaves similar to tf.segment_sum
|
||||
#----------------------------------------------------------------------------
|
||||
|
||||
def segment_sum(data: torch.Tensor, segment_ids: torch.Tensor) -> torch.Tensor:
|
||||
num_segments = torch.unique_consecutive(segment_ids).shape[0]
|
||||
|
||||
# Repeats ids until same dimension as data
|
||||
if len(segment_ids.shape) == 1:
|
||||
s = torch.prod(torch.tensor(data.shape[1:], dtype=torch.int64, device='cuda')).long()
|
||||
segment_ids = segment_ids.repeat_interleave(s).view(segment_ids.shape[0], *data.shape[1:])
|
||||
|
||||
assert data.shape == segment_ids.shape, "data.shape and segment_ids.shape should be equal"
|
||||
|
||||
shape = [num_segments] + list(data.shape[1:])
|
||||
result = torch.zeros(*shape, dtype=torch.float32, device='cuda')
|
||||
result = result.scatter_add(0, segment_ids, data)
|
||||
return result
|
||||
|
||||
#----------------------------------------------------------------------------
|
||||
# Matrix helpers.
|
||||
#----------------------------------------------------------------------------
|
||||
|
||||
def fovx_to_fovy(fovx, aspect):
|
||||
return np.arctan(np.tan(fovx / 2) / aspect) * 2.0
|
||||
|
||||
def focal_length_to_fovy(focal_length, sensor_height):
|
||||
return 2 * np.arctan(0.5 * sensor_height / focal_length)
|
||||
|
||||
# Reworked so this matches gluPerspective / glm::perspective, using fovy
|
||||
def perspective(fovy=0.7854, aspect=1.0, n=0.1, f=1000.0, device=None):
|
||||
y = np.tan(fovy / 2)
|
||||
return torch.tensor([[1/(y*aspect), 0, 0, 0],
|
||||
[ 0, 1/-y, 0, 0],
|
||||
[ 0, 0, -(f+n)/(f-n), -(2*f*n)/(f-n)],
|
||||
[ 0, 0, -1, 0]], dtype=torch.float32, device=device)
|
||||
|
||||
# Reworked so this matches gluPerspective / glm::perspective, using fovy
|
||||
def perspective_offcenter(fovy, fraction, rx, ry, aspect=1.0, n=0.1, f=1000.0, device=None):
|
||||
y = np.tan(fovy / 2)
|
||||
|
||||
# Full frustum
|
||||
R, L = aspect*y, -aspect*y
|
||||
T, B = y, -y
|
||||
|
||||
# Create a randomized sub-frustum
|
||||
width = (R-L)*fraction
|
||||
height = (T-B)*fraction
|
||||
xstart = (R-L)*rx
|
||||
ystart = (T-B)*ry
|
||||
|
||||
l = L + xstart
|
||||
r = l + width
|
||||
b = B + ystart
|
||||
t = b + height
|
||||
|
||||
# https://www.scratchapixel.com/lessons/3d-basic-rendering/perspective-and-orthographic-projection-matrix/opengl-perspective-projection-matrix
|
||||
return torch.tensor([[2/(r-l), 0, (r+l)/(r-l), 0],
|
||||
[ 0, -2/(t-b), (t+b)/(t-b), 0],
|
||||
[ 0, 0, -(f+n)/(f-n), -(2*f*n)/(f-n)],
|
||||
[ 0, 0, -1, 0]], dtype=torch.float32, device=device)
|
||||
|
||||
def translate(x, y, z, device=None):
|
||||
return torch.tensor([[1, 0, 0, x],
|
||||
[0, 1, 0, y],
|
||||
[0, 0, 1, z],
|
||||
[0, 0, 0, 1]], dtype=torch.float32, device=device)
|
||||
|
||||
def rotate_x(a, device=None):
|
||||
s, c = np.sin(a), np.cos(a)
|
||||
return torch.tensor([[1, 0, 0, 0],
|
||||
[0, c, s, 0],
|
||||
[0, -s, c, 0],
|
||||
[0, 0, 0, 1]], dtype=torch.float32, device=device)
|
||||
|
||||
def rotate_y(a, device=None):
|
||||
s, c = np.sin(a), np.cos(a)
|
||||
return torch.tensor([[ c, 0, s, 0],
|
||||
[ 0, 1, 0, 0],
|
||||
[-s, 0, c, 0],
|
||||
[ 0, 0, 0, 1]], dtype=torch.float32, device=device)
|
||||
|
||||
def scale(s, device=None):
|
||||
return torch.tensor([[ s, 0, 0, 0],
|
||||
[ 0, s, 0, 0],
|
||||
[ 0, 0, s, 0],
|
||||
[ 0, 0, 0, 1]], dtype=torch.float32, device=device)
|
||||
|
||||
def lookAt(eye, at, up):
|
||||
a = eye - at
|
||||
w = a / torch.linalg.norm(a)
|
||||
u = torch.cross(up, w)
|
||||
u = u / torch.linalg.norm(u)
|
||||
v = torch.cross(w, u)
|
||||
translate = torch.tensor([[1, 0, 0, -eye[0]],
|
||||
[0, 1, 0, -eye[1]],
|
||||
[0, 0, 1, -eye[2]],
|
||||
[0, 0, 0, 1]], dtype=eye.dtype, device=eye.device)
|
||||
rotate = torch.tensor([[u[0], u[1], u[2], 0],
|
||||
[v[0], v[1], v[2], 0],
|
||||
[w[0], w[1], w[2], 0],
|
||||
[0, 0, 0, 1]], dtype=eye.dtype, device=eye.device)
|
||||
return rotate @ translate
|
||||
|
||||
@torch.no_grad()
|
||||
def random_rotation_translation(t, device=None):
|
||||
m = np.random.normal(size=[3, 3])
|
||||
m[1] = np.cross(m[0], m[2])
|
||||
m[2] = np.cross(m[0], m[1])
|
||||
m = m / np.linalg.norm(m, axis=1, keepdims=True)
|
||||
m = np.pad(m, [[0, 1], [0, 1]], mode='constant')
|
||||
m[3, 3] = 1.0
|
||||
m[:3, 3] = np.random.uniform(-t, t, size=[3])
|
||||
return torch.tensor(m, dtype=torch.float32, device=device)
|
||||
|
||||
@torch.no_grad()
|
||||
def random_rotation(device=None):
|
||||
m = np.random.normal(size=[3, 3])
|
||||
m[1] = np.cross(m[0], m[2])
|
||||
m[2] = np.cross(m[0], m[1])
|
||||
m = m / np.linalg.norm(m, axis=1, keepdims=True)
|
||||
m = np.pad(m, [[0, 1], [0, 1]], mode='constant')
|
||||
m[3, 3] = 1.0
|
||||
m[:3, 3] = np.array([0,0,0]).astype(np.float32)
|
||||
return torch.tensor(m, dtype=torch.float32, device=device)
|
||||
|
||||
#----------------------------------------------------------------------------
|
||||
# Compute focal points of a set of lines using least squares.
|
||||
# handy for poorly centered datasets
|
||||
#----------------------------------------------------------------------------
|
||||
|
||||
def lines_focal(o, d):
|
||||
d = safe_normalize(d)
|
||||
I = torch.eye(3, dtype=o.dtype, device=o.device)
|
||||
S = torch.sum(d[..., None] @ torch.transpose(d[..., None], 1, 2) - I[None, ...], dim=0)
|
||||
C = torch.sum((d[..., None] @ torch.transpose(d[..., None], 1, 2) - I[None, ...]) @ o[..., None], dim=0).squeeze(1)
|
||||
return torch.linalg.pinv(S) @ C
|
||||
|
||||
#----------------------------------------------------------------------------
|
||||
# Cosine sample around a vector N
|
||||
#----------------------------------------------------------------------------
|
||||
@torch.no_grad()
|
||||
def cosine_sample(N, size=None):
|
||||
# construct local frame
|
||||
N = N/torch.linalg.norm(N)
|
||||
|
||||
dx0 = torch.tensor([0, N[2], -N[1]], dtype=N.dtype, device=N.device)
|
||||
dx1 = torch.tensor([-N[2], 0, N[0]], dtype=N.dtype, device=N.device)
|
||||
|
||||
dx = torch.where(dot(dx0, dx0) > dot(dx1, dx1), dx0, dx1)
|
||||
#dx = dx0 if np.dot(dx0,dx0) > np.dot(dx1,dx1) else dx1
|
||||
dx = dx / torch.linalg.norm(dx)
|
||||
dy = torch.cross(N,dx)
|
||||
dy = dy / torch.linalg.norm(dy)
|
||||
|
||||
# cosine sampling in local frame
|
||||
if size is None:
|
||||
phi = 2.0 * np.pi * np.random.uniform()
|
||||
s = np.random.uniform()
|
||||
else:
|
||||
phi = 2.0 * np.pi * torch.rand(*size, 1, dtype=N.dtype, device=N.device)
|
||||
s = torch.rand(*size, 1, dtype=N.dtype, device=N.device)
|
||||
costheta = np.sqrt(s)
|
||||
sintheta = np.sqrt(1.0 - s)
|
||||
|
||||
# cartesian vector in local space
|
||||
x = np.cos(phi)*sintheta
|
||||
y = np.sin(phi)*sintheta
|
||||
z = costheta
|
||||
|
||||
# local to world
|
||||
return dx*x + dy*y + N*z
|
||||
|
||||
#----------------------------------------------------------------------------
|
||||
# Bilinear downsample by 2x.
|
||||
#----------------------------------------------------------------------------
|
||||
|
||||
def bilinear_downsample(x : torch.tensor) -> torch.Tensor:
|
||||
w = torch.tensor([[1, 3, 3, 1], [3, 9, 9, 3], [3, 9, 9, 3], [1, 3, 3, 1]], dtype=torch.float32, device=x.device) / 64.0
|
||||
w = w.expand(x.shape[-1], 1, 4, 4)
|
||||
x = torch.nn.functional.conv2d(x.permute(0, 3, 1, 2), w, padding=1, stride=2, groups=x.shape[-1])
|
||||
return x.permute(0, 2, 3, 1)
|
||||
|
||||
#----------------------------------------------------------------------------
|
||||
# Bilinear downsample log(spp) steps
|
||||
#----------------------------------------------------------------------------
|
||||
|
||||
def bilinear_downsample(x : torch.tensor, spp) -> torch.Tensor:
|
||||
w = torch.tensor([[1, 3, 3, 1], [3, 9, 9, 3], [3, 9, 9, 3], [1, 3, 3, 1]], dtype=torch.float32, device=x.device) / 64.0
|
||||
g = x.shape[-1]
|
||||
w = w.expand(g, 1, 4, 4)
|
||||
x = x.permute(0, 3, 1, 2) # NHWC -> NCHW
|
||||
steps = int(np.log2(spp))
|
||||
for _ in range(steps):
|
||||
xp = torch.nn.functional.pad(x, (1,1,1,1), mode='replicate')
|
||||
x = torch.nn.functional.conv2d(xp, w, padding=0, stride=2, groups=g)
|
||||
return x.permute(0, 2, 3, 1).contiguous() # NCHW -> NHWC
|
||||
|
||||
#----------------------------------------------------------------------------
|
||||
# Singleton initialize GLFW
|
||||
#----------------------------------------------------------------------------
|
||||
|
||||
_glfw_initialized = False
|
||||
def init_glfw():
|
||||
global _glfw_initialized
|
||||
try:
|
||||
import glfw
|
||||
glfw.ERROR_REPORTING = 'raise'
|
||||
glfw.default_window_hints()
|
||||
glfw.window_hint(glfw.VISIBLE, glfw.FALSE)
|
||||
test = glfw.create_window(8, 8, "Test", None, None) # Create a window and see if not initialized yet
|
||||
except glfw.GLFWError as e:
|
||||
if e.error_code == glfw.NOT_INITIALIZED:
|
||||
glfw.init()
|
||||
_glfw_initialized = True
|
||||
|
||||
#----------------------------------------------------------------------------
|
||||
# Image display function using OpenGL.
|
||||
#----------------------------------------------------------------------------
|
||||
|
||||
_glfw_window = None
|
||||
def display_image(image, title=None):
|
||||
# Import OpenGL
|
||||
import OpenGL.GL as gl
|
||||
import glfw
|
||||
|
||||
# Zoom image if requested.
|
||||
image = np.asarray(image[..., 0:3]) if image.shape[-1] == 4 else np.asarray(image)
|
||||
height, width, channels = image.shape
|
||||
|
||||
# Initialize window.
|
||||
init_glfw()
|
||||
if title is None:
|
||||
title = 'Debug window'
|
||||
global _glfw_window
|
||||
if _glfw_window is None:
|
||||
glfw.default_window_hints()
|
||||
_glfw_window = glfw.create_window(width, height, title, None, None)
|
||||
glfw.make_context_current(_glfw_window)
|
||||
glfw.show_window(_glfw_window)
|
||||
glfw.swap_interval(0)
|
||||
else:
|
||||
glfw.make_context_current(_glfw_window)
|
||||
glfw.set_window_title(_glfw_window, title)
|
||||
glfw.set_window_size(_glfw_window, width, height)
|
||||
|
||||
# Update window.
|
||||
glfw.poll_events()
|
||||
gl.glClearColor(0, 0, 0, 1)
|
||||
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
|
||||
gl.glWindowPos2f(0, 0)
|
||||
gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 1)
|
||||
gl_format = {3: gl.GL_RGB, 2: gl.GL_RG, 1: gl.GL_LUMINANCE}[channels]
|
||||
gl_dtype = {'uint8': gl.GL_UNSIGNED_BYTE, 'float32': gl.GL_FLOAT}[image.dtype.name]
|
||||
gl.glDrawPixels(width, height, gl_format, gl_dtype, image[::-1])
|
||||
glfw.swap_buffers(_glfw_window)
|
||||
if glfw.window_should_close(_glfw_window):
|
||||
return False
|
||||
return True
|
||||
|
||||
#----------------------------------------------------------------------------
|
||||
# Image save/load helper.
|
||||
#----------------------------------------------------------------------------
|
||||
|
||||
def save_image(fn, x : np.ndarray):
|
||||
try:
|
||||
if os.path.splitext(fn)[1] == ".png":
|
||||
imageio.imwrite(fn, np.clip(np.rint(x * 255.0), 0, 255).astype(np.uint8), compress_level=3) # Low compression for faster saving
|
||||
else:
|
||||
imageio.imwrite(fn, np.clip(np.rint(x * 255.0), 0, 255).astype(np.uint8))
|
||||
except:
|
||||
print("WARNING: FAILED to save image %s" % fn)
|
||||
|
||||
def save_image_raw(fn, x : np.ndarray):
|
||||
try:
|
||||
imageio.imwrite(fn, x)
|
||||
except:
|
||||
print("WARNING: FAILED to save image %s" % fn)
|
||||
|
||||
|
||||
def load_image_raw(fn) -> np.ndarray:
|
||||
return imageio.imread(fn)
|
||||
|
||||
def load_image(fn) -> np.ndarray:
|
||||
img = load_image_raw(fn)
|
||||
if img.dtype == np.float32: # HDR image
|
||||
return img
|
||||
else: # LDR image
|
||||
return img.astype(np.float32) / 255
|
||||
|
||||
#----------------------------------------------------------------------------
|
||||
|
||||
def time_to_text(x):
|
||||
if x > 3600:
|
||||
return "%.2f h" % (x / 3600)
|
||||
elif x > 60:
|
||||
return "%.2f m" % (x / 60)
|
||||
else:
|
||||
return "%.2f s" % x
|
||||
|
||||
#----------------------------------------------------------------------------
|
||||
|
||||
def checkerboard(res, checker_size) -> np.ndarray:
|
||||
tiles_y = (res[0] + (checker_size*2) - 1) // (checker_size*2)
|
||||
tiles_x = (res[1] + (checker_size*2) - 1) // (checker_size*2)
|
||||
check = np.kron([[1, 0] * tiles_x, [0, 1] * tiles_x] * tiles_y, np.ones((checker_size, checker_size)))*0.33 + 0.33
|
||||
check = check[:res[0], :res[1]]
|
||||
return np.stack((check, check, check), axis=-1)
|
||||
|
||||
Reference in New Issue
Block a user