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render/light.py
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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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