# 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