test_render_meshes.py 43.8 KB
Newer Older
facebook-github-bot's avatar
facebook-github-bot committed
1
2
3
4
5
6
# Copyright (c) Facebook, Inc. and its affiliates. All rights reserved.


"""
Sanity checks for output images from the renderer.
"""
Georgia Gkioxari's avatar
Georgia Gkioxari committed
7
import os
facebook-github-bot's avatar
facebook-github-bot committed
8
9
import unittest
from pathlib import Path
10
11

import numpy as np
facebook-github-bot's avatar
facebook-github-bot committed
12
import torch
Nikhila Ravi's avatar
Nikhila Ravi committed
13
from common_testing import TestCaseMixin, load_rgb_image
facebook-github-bot's avatar
facebook-github-bot committed
14
from PIL import Image
Nikhila Ravi's avatar
Nikhila Ravi committed
15
from pytorch3d.io import load_obj
Georgia Gkioxari's avatar
Georgia Gkioxari committed
16
17
18
19
20
21
22
from pytorch3d.renderer.cameras import (
    FoVOrthographicCameras,
    FoVPerspectiveCameras,
    OrthographicCameras,
    PerspectiveCameras,
    look_at_view_transform,
)
facebook-github-bot's avatar
facebook-github-bot committed
23
24
from pytorch3d.renderer.lighting import PointLights
from pytorch3d.renderer.materials import Materials
Nikhila Ravi's avatar
Nikhila Ravi committed
25
from pytorch3d.renderer.mesh import TexturesAtlas, TexturesUV, TexturesVertex
26
from pytorch3d.renderer.mesh.rasterizer import MeshRasterizer, RasterizationSettings
27
from pytorch3d.renderer.mesh.renderer import MeshRenderer, MeshRendererWithFragments
facebook-github-bot's avatar
facebook-github-bot committed
28
29
from pytorch3d.renderer.mesh.shader import (
    BlendParams,
30
    HardFlatShader,
Patrick Labatut's avatar
Patrick Labatut committed
31
    HardGouraudShader,
32
    HardPhongShader,
33
    SoftPhongShader,
34
35
    SoftSilhouetteShader,
    TexturedSoftPhongShader,
facebook-github-bot's avatar
facebook-github-bot committed
36
)
37
38
39
40
41
from pytorch3d.structures.meshes import (
    Meshes,
    join_meshes_as_batch,
    join_meshes_as_scene,
)
facebook-github-bot's avatar
facebook-github-bot committed
42
from pytorch3d.utils.ico_sphere import ico_sphere
43
from pytorch3d.utils.torus import torus
facebook-github-bot's avatar
facebook-github-bot committed
44

45

Nikhila Ravi's avatar
Nikhila Ravi committed
46
# If DEBUG=True, save out images generated in the tests for debugging.
facebook-github-bot's avatar
facebook-github-bot committed
47
48
49
50
51
# All saved images have prefix DEBUG_
DEBUG = False
DATA_DIR = Path(__file__).resolve().parent / "data"


Nikhila Ravi's avatar
Nikhila Ravi committed
52
class TestRenderMeshes(TestCaseMixin, unittest.TestCase):
53
    def test_simple_sphere(self, elevated_camera=False, check_depth=False):
facebook-github-bot's avatar
facebook-github-bot committed
54
        """
Patrick Labatut's avatar
Patrick Labatut committed
55
        Test output of phong and gouraud shading matches a reference image using
facebook-github-bot's avatar
facebook-github-bot committed
56
57
58
59
60
61
62
63
64
65
66
67
        the default values for the light sources.

        Args:
            elevated_camera: Defines whether the camera observing the scene should
                           have an elevation of 45 degrees.
        """
        device = torch.device("cuda:0")

        # Init mesh
        sphere_mesh = ico_sphere(5, device)
        verts_padded = sphere_mesh.verts_padded()
        faces_padded = sphere_mesh.faces_padded()
Nikhila Ravi's avatar
Nikhila Ravi committed
68
69
        feats = torch.ones_like(verts_padded, device=device)
        textures = TexturesVertex(verts_features=feats)
70
        sphere_mesh = Meshes(verts=verts_padded, faces=faces_padded, textures=textures)
facebook-github-bot's avatar
facebook-github-bot committed
71
72
73

        # Init rasterizer settings
        if elevated_camera:
74
75
            # Elevated and rotated camera
            R, T = look_at_view_transform(dist=2.7, elev=45.0, azim=45.0)
Georgia Gkioxari's avatar
Georgia Gkioxari committed
76
            postfix = "_elevated_"
77
78
            # If y axis is up, the spot of light should
            # be on the bottom left of the sphere.
facebook-github-bot's avatar
facebook-github-bot committed
79
        else:
80
            # No elevation or azimuth rotation
facebook-github-bot's avatar
facebook-github-bot committed
81
            R, T = look_at_view_transform(2.7, 0.0, 0.0)
Georgia Gkioxari's avatar
Georgia Gkioxari committed
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
            postfix = "_"
        for cam_type in (
            FoVPerspectiveCameras,
            FoVOrthographicCameras,
            PerspectiveCameras,
            OrthographicCameras,
        ):
            cameras = cam_type(device=device, R=R, T=T)

            # Init shader settings
            materials = Materials(device=device)
            lights = PointLights(device=device)
            lights.location = torch.tensor([0.0, 0.0, +2.0], device=device)[None]

            raster_settings = RasterizationSettings(
                image_size=512, blur_radius=0.0, faces_per_pixel=1
            )
            rasterizer = MeshRasterizer(
                cameras=cameras, raster_settings=raster_settings
            )
            blend_params = BlendParams(1e-4, 1e-4, (0, 0, 0))

            # Test several shaders
            shaders = {
                "phong": HardPhongShader,
                "gouraud": HardGouraudShader,
                "flat": HardFlatShader,
            }
            for (name, shader_init) in shaders.items():
                shader = shader_init(
                    lights=lights,
                    cameras=cameras,
                    materials=materials,
                    blend_params=blend_params,
                )
117
118
119
120
121
122
123
124
125
126
                if check_depth:
                    renderer = MeshRendererWithFragments(
                        rasterizer=rasterizer, shader=shader
                    )
                    images, fragments = renderer(sphere_mesh)
                    self.assertClose(fragments.zbuf, rasterizer(sphere_mesh).zbuf)
                else:
                    renderer = MeshRenderer(rasterizer=rasterizer, shader=shader)
                    images = renderer(sphere_mesh)

Georgia Gkioxari's avatar
Georgia Gkioxari committed
127
128
129
130
131
132
                rgb = images[0, ..., :3].squeeze().cpu()
                filename = "simple_sphere_light_%s%s%s.png" % (
                    name,
                    postfix,
                    cam_type.__name__,
                )
facebook-github-bot's avatar
facebook-github-bot committed
133

Georgia Gkioxari's avatar
Georgia Gkioxari committed
134
135
                image_ref = load_rgb_image("test_%s" % filename, DATA_DIR)
                self.assertClose(rgb, image_ref, atol=0.05)
136

Georgia Gkioxari's avatar
Georgia Gkioxari committed
137
138
139
140
141
                if DEBUG:
                    filename = "DEBUG_%s" % filename
                    Image.fromarray((rgb.numpy() * 255).astype(np.uint8)).save(
                        DATA_DIR / filename
                    )
Nikhila Ravi's avatar
Nikhila Ravi committed
142

Georgia Gkioxari's avatar
Georgia Gkioxari committed
143
144
145
146
147
148
149
            ########################################################
            # Move the light to the +z axis in world space so it is
            # behind the sphere. Note that +Z is in, +Y up,
            # +X left for both world and camera space.
            ########################################################
            lights.location[..., 2] = -2.0
            phong_shader = HardPhongShader(
150
151
152
153
154
                lights=lights,
                cameras=cameras,
                materials=materials,
                blend_params=blend_params,
            )
155
156
157
158
159
160
161
162
163
164
165
166
167
            if check_depth:
                phong_renderer = MeshRendererWithFragments(
                    rasterizer=rasterizer, shader=phong_shader
                )
                images, fragments = phong_renderer(sphere_mesh, lights=lights)
                self.assertClose(
                    fragments.zbuf, rasterizer(sphere_mesh, lights=lights).zbuf
                )
            else:
                phong_renderer = MeshRenderer(
                    rasterizer=rasterizer, shader=phong_shader
                )
                images = phong_renderer(sphere_mesh, lights=lights)
Nikhila Ravi's avatar
Nikhila Ravi committed
168
169
            rgb = images[0, ..., :3].squeeze().cpu()
            if DEBUG:
Georgia Gkioxari's avatar
Georgia Gkioxari committed
170
171
172
173
                filename = "DEBUG_simple_sphere_dark%s%s.png" % (
                    postfix,
                    cam_type.__name__,
                )
Nikhila Ravi's avatar
Nikhila Ravi committed
174
175
176
                Image.fromarray((rgb.numpy() * 255).astype(np.uint8)).save(
                    DATA_DIR / filename
                )
facebook-github-bot's avatar
facebook-github-bot committed
177

Georgia Gkioxari's avatar
Georgia Gkioxari committed
178
179
180
            image_ref_phong_dark = load_rgb_image(
                "test_simple_sphere_dark%s%s.png" % (postfix, cam_type.__name__),
                DATA_DIR,
facebook-github-bot's avatar
facebook-github-bot committed
181
            )
Georgia Gkioxari's avatar
Georgia Gkioxari committed
182
            self.assertClose(rgb, image_ref_phong_dark, atol=0.05)
facebook-github-bot's avatar
facebook-github-bot committed
183
184
185

    def test_simple_sphere_elevated_camera(self):
        """
Patrick Labatut's avatar
Patrick Labatut committed
186
        Test output of phong and gouraud shading matches a reference image using
facebook-github-bot's avatar
facebook-github-bot committed
187
188
189
190
191
192
        the default values for the light sources.

        The rendering is performed with a camera that has non-zero elevation.
        """
        self.test_simple_sphere(elevated_camera=True)

193
194
195
196
197
198
199
200
201
    def test_simple_sphere_depth(self):
        """
        Test output of phong and gouraud shading matches a reference image using
        the default values for the light sources.

        The rendering is performed with a camera that has non-zero elevation.
        """
        self.test_simple_sphere(check_depth=True)

Georgia Gkioxari's avatar
Georgia Gkioxari committed
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
    def test_simple_sphere_screen(self):

        """
        Test output when rendering with PerspectiveCameras & OrthographicCameras
        in NDC vs screen space.
        """
        device = torch.device("cuda:0")

        # Init mesh
        sphere_mesh = ico_sphere(5, device)
        verts_padded = sphere_mesh.verts_padded()
        faces_padded = sphere_mesh.faces_padded()
        feats = torch.ones_like(verts_padded, device=device)
        textures = TexturesVertex(verts_features=feats)
        sphere_mesh = Meshes(verts=verts_padded, faces=faces_padded, textures=textures)

        R, T = look_at_view_transform(2.7, 0.0, 0.0)

        # Init shader settings
        materials = Materials(device=device)
        lights = PointLights(device=device)
        lights.location = torch.tensor([0.0, 0.0, +2.0], device=device)[None]

        raster_settings = RasterizationSettings(
            image_size=512, blur_radius=0.0, faces_per_pixel=1
        )
        for cam_type in (PerspectiveCameras, OrthographicCameras):
            cameras = cam_type(
                device=device,
                R=R,
                T=T,
                principal_point=((256.0, 256.0),),
                focal_length=((256.0, 256.0),),
                image_size=((512, 512),),
            )
            rasterizer = MeshRasterizer(
                cameras=cameras, raster_settings=raster_settings
            )
            blend_params = BlendParams(1e-4, 1e-4, (0, 0, 0))

            shader = HardPhongShader(
                lights=lights,
                cameras=cameras,
                materials=materials,
                blend_params=blend_params,
            )
            renderer = MeshRenderer(rasterizer=rasterizer, shader=shader)
            images = renderer(sphere_mesh)
            rgb = images[0, ..., :3].squeeze().cpu()
            filename = "test_simple_sphere_light_phong_%s.png" % cam_type.__name__

            image_ref = load_rgb_image(filename, DATA_DIR)
            self.assertClose(rgb, image_ref, atol=0.05)

facebook-github-bot's avatar
facebook-github-bot committed
256
257
    def test_simple_sphere_batched(self):
        """
Nikhila Ravi's avatar
Nikhila Ravi committed
258
259
        Test a mesh with vertex textures can be extended to form a batch, and
        is rendered correctly with Phong, Gouraud and Flat Shaders.
facebook-github-bot's avatar
facebook-github-bot committed
260
        """
Nikhila Ravi's avatar
Nikhila Ravi committed
261
        batch_size = 5
facebook-github-bot's avatar
facebook-github-bot committed
262
263
        device = torch.device("cuda:0")

Nikhila Ravi's avatar
Nikhila Ravi committed
264
        # Init mesh with vertex textures.
facebook-github-bot's avatar
facebook-github-bot committed
265
266
267
        sphere_meshes = ico_sphere(5, device).extend(batch_size)
        verts_padded = sphere_meshes.verts_padded()
        faces_padded = sphere_meshes.faces_padded()
Nikhila Ravi's avatar
Nikhila Ravi committed
268
269
        feats = torch.ones_like(verts_padded, device=device)
        textures = TexturesVertex(verts_features=feats)
facebook-github-bot's avatar
facebook-github-bot committed
270
271
272
273
274
275
276
277
278
        sphere_meshes = Meshes(
            verts=verts_padded, faces=faces_padded, textures=textures
        )

        # Init rasterizer settings
        dist = torch.tensor([2.7]).repeat(batch_size).to(device)
        elev = torch.zeros_like(dist)
        azim = torch.zeros_like(dist)
        R, T = look_at_view_transform(dist, elev, azim)
Georgia Gkioxari's avatar
Georgia Gkioxari committed
279
        cameras = FoVPerspectiveCameras(device=device, R=R, T=T)
facebook-github-bot's avatar
facebook-github-bot committed
280
        raster_settings = RasterizationSettings(
Nikhila Ravi's avatar
Nikhila Ravi committed
281
            image_size=512, blur_radius=0.0, faces_per_pixel=1
facebook-github-bot's avatar
facebook-github-bot committed
282
283
284
285
286
        )

        # Init shader settings
        materials = Materials(device=device)
        lights = PointLights(device=device)
287
        lights.location = torch.tensor([0.0, 0.0, +2.0], device=device)[None]
288
        blend_params = BlendParams(1e-4, 1e-4, (0, 0, 0))
facebook-github-bot's avatar
facebook-github-bot committed
289
290

        # Init renderer
291
        rasterizer = MeshRasterizer(cameras=cameras, raster_settings=raster_settings)
Nikhila Ravi's avatar
Nikhila Ravi committed
292
        shaders = {
293
            "phong": HardPhongShader,
Nikhila Ravi's avatar
Nikhila Ravi committed
294
295
296
297
            "gouraud": HardGouraudShader,
            "flat": HardFlatShader,
        }
        for (name, shader_init) in shaders.items():
298
299
300
301
302
303
            shader = shader_init(
                lights=lights,
                cameras=cameras,
                materials=materials,
                blend_params=blend_params,
            )
Nikhila Ravi's avatar
Nikhila Ravi committed
304
305
            renderer = MeshRenderer(rasterizer=rasterizer, shader=shader)
            images = renderer(sphere_meshes)
Nikhila Ravi's avatar
Nikhila Ravi committed
306
            image_ref = load_rgb_image(
Georgia Gkioxari's avatar
Georgia Gkioxari committed
307
308
                "test_simple_sphere_light_%s_%s.png" % (name, type(cameras).__name__),
                DATA_DIR,
Nikhila Ravi's avatar
Nikhila Ravi committed
309
            )
Nikhila Ravi's avatar
Nikhila Ravi committed
310
311
            for i in range(batch_size):
                rgb = images[i, ..., :3].squeeze().cpu()
Nikhila Ravi's avatar
Nikhila Ravi committed
312
                if i == 0 and DEBUG:
Georgia Gkioxari's avatar
Georgia Gkioxari committed
313
314
315
316
                    filename = "DEBUG_simple_sphere_batched_%s_%s.png" % (
                        name,
                        type(cameras).__name__,
                    )
Nikhila Ravi's avatar
Nikhila Ravi committed
317
318
319
                    Image.fromarray((rgb.numpy() * 255).astype(np.uint8)).save(
                        DATA_DIR / filename
                    )
Nikhila Ravi's avatar
Nikhila Ravi committed
320
                self.assertClose(rgb, image_ref, atol=0.05)
facebook-github-bot's avatar
facebook-github-bot committed
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335

    def test_silhouette_with_grad(self):
        """
        Test silhouette blending. Also check that gradient calculation works.
        """
        device = torch.device("cuda:0")
        sphere_mesh = ico_sphere(5, device)
        verts, faces = sphere_mesh.get_mesh_verts_faces(0)
        sphere_mesh = Meshes(verts=[verts], faces=[faces])

        blend_params = BlendParams(sigma=1e-4, gamma=1e-4)
        raster_settings = RasterizationSettings(
            image_size=512,
            blur_radius=np.log(1.0 / 1e-4 - 1.0) * blend_params.sigma,
            faces_per_pixel=80,
336
            clip_barycentric_coords=True,
facebook-github-bot's avatar
facebook-github-bot committed
337
338
339
        )

        # Init rasterizer settings
340
        R, T = look_at_view_transform(2.7, 0, 0)
Georgia Gkioxari's avatar
Georgia Gkioxari committed
341
342
343
344
345
346
347
348
349
350
351
352
353
354
        for cam_type in (
            FoVPerspectiveCameras,
            FoVOrthographicCameras,
            PerspectiveCameras,
            OrthographicCameras,
        ):
            cameras = cam_type(device=device, R=R, T=T)

            # Init renderer
            renderer = MeshRenderer(
                rasterizer=MeshRasterizer(
                    cameras=cameras, raster_settings=raster_settings
                ),
                shader=SoftSilhouetteShader(blend_params=blend_params),
facebook-github-bot's avatar
facebook-github-bot committed
355
            )
Georgia Gkioxari's avatar
Georgia Gkioxari committed
356
357
358
359
360
361
362
363
364
            images = renderer(sphere_mesh)
            alpha = images[0, ..., 3].squeeze().cpu()
            if DEBUG:
                filename = os.path.join(
                    DATA_DIR, "DEBUG_%s_silhouette.png" % (cam_type.__name__)
                )
                Image.fromarray((alpha.detach().numpy() * 255).astype(np.uint8)).save(
                    filename
                )
facebook-github-bot's avatar
facebook-github-bot committed
365

Georgia Gkioxari's avatar
Georgia Gkioxari committed
366
367
368
369
            ref_filename = "test_%s_silhouette.png" % (cam_type.__name__)
            image_ref_filename = DATA_DIR / ref_filename
            with Image.open(image_ref_filename) as raw_image_ref:
                image_ref = torch.from_numpy(np.array(raw_image_ref))
Nikhila Ravi's avatar
Nikhila Ravi committed
370

Georgia Gkioxari's avatar
Georgia Gkioxari committed
371
372
            image_ref = image_ref.to(dtype=torch.float32) / 255.0
            self.assertClose(alpha, image_ref, atol=0.055)
facebook-github-bot's avatar
facebook-github-bot committed
373

Georgia Gkioxari's avatar
Georgia Gkioxari committed
374
375
376
377
378
379
            # Check grad exist
            verts.requires_grad = True
            sphere_mesh = Meshes(verts=[verts], faces=[faces])
            images = renderer(sphere_mesh)
            images[0, ...].sum().backward()
            self.assertIsNotNone(verts.grad)
facebook-github-bot's avatar
facebook-github-bot committed
380
381
382

    def test_texture_map(self):
        """
383
384
        Test a mesh with a texture map is loaded and rendered correctly.
        The pupils in the eyes of the cow should always be looking to the left.
facebook-github-bot's avatar
facebook-github-bot committed
385
386
        """
        device = torch.device("cuda:0")
Nikhila Ravi's avatar
Nikhila Ravi committed
387
388
        obj_dir = Path(__file__).resolve().parent.parent / "docs/tutorials/data"
        obj_filename = obj_dir / "cow_mesh/cow.obj"
facebook-github-bot's avatar
facebook-github-bot committed
389
390

        # Load mesh + texture
Nikhila Ravi's avatar
Nikhila Ravi committed
391
392
393
394
395
396
397
398
399
        verts, faces, aux = load_obj(
            obj_filename, device=device, load_textures=True, texture_wrap=None
        )
        tex_map = list(aux.texture_images.values())[0]
        tex_map = tex_map[None, ...].to(faces.textures_idx.device)
        textures = TexturesUV(
            maps=tex_map, faces_uvs=[faces.textures_idx], verts_uvs=[aux.verts_uvs]
        )
        mesh = Meshes(verts=[verts], faces=[faces.verts_idx], textures=textures)
facebook-github-bot's avatar
facebook-github-bot committed
400
401

        # Init rasterizer settings
402
        R, T = look_at_view_transform(2.7, 0, 0)
Georgia Gkioxari's avatar
Georgia Gkioxari committed
403
        cameras = FoVPerspectiveCameras(device=device, R=R, T=T)
Nikhila Ravi's avatar
Nikhila Ravi committed
404

facebook-github-bot's avatar
facebook-github-bot committed
405
        raster_settings = RasterizationSettings(
Nikhila Ravi's avatar
Nikhila Ravi committed
406
            image_size=512, blur_radius=0.0, faces_per_pixel=1
facebook-github-bot's avatar
facebook-github-bot committed
407
408
409
410
411
        )

        # Init shader settings
        materials = Materials(device=device)
        lights = PointLights(device=device)
412
413
414
415

        # Place light behind the cow in world space. The front of
        # the cow is facing the -z direction.
        lights.location = torch.tensor([0.0, 0.0, 2.0], device=device)[None]
facebook-github-bot's avatar
facebook-github-bot committed
416

417
418
419
420
421
        blend_params = BlendParams(
            sigma=1e-1,
            gamma=1e-4,
            background_color=torch.tensor([1.0, 1.0, 1.0], device=device),
        )
facebook-github-bot's avatar
facebook-github-bot committed
422
423
        # Init renderer
        renderer = MeshRenderer(
424
            rasterizer=MeshRasterizer(cameras=cameras, raster_settings=raster_settings),
425
            shader=TexturedSoftPhongShader(
426
427
428
429
                lights=lights,
                cameras=cameras,
                materials=materials,
                blend_params=blend_params,
facebook-github-bot's avatar
facebook-github-bot committed
430
431
432
433
            ),
        )

        # Load reference image
Nikhila Ravi's avatar
Nikhila Ravi committed
434
        image_ref = load_rgb_image("test_texture_map_back.png", DATA_DIR)
facebook-github-bot's avatar
facebook-github-bot committed
435

Nikhila Ravi's avatar
Nikhila Ravi committed
436
437
438
439
440
        for bin_size in [0, None]:
            # Check both naive and coarse to fine produce the same output.
            renderer.rasterizer.raster_settings.bin_size = bin_size
            images = renderer(mesh)
            rgb = images[0, ..., :3].squeeze().cpu()
facebook-github-bot's avatar
facebook-github-bot committed
441

Nikhila Ravi's avatar
Nikhila Ravi committed
442
443
444
445
446
447
448
449
450
451
            if DEBUG:
                Image.fromarray((rgb.numpy() * 255).astype(np.uint8)).save(
                    DATA_DIR / "DEBUG_texture_map_back.png"
                )

            # NOTE some pixels can be flaky and will not lead to
            # `cond1` being true. Add `cond2` and check `cond1 or cond2`
            cond1 = torch.allclose(rgb, image_ref, atol=0.05)
            cond2 = ((rgb - image_ref).abs() > 0.05).sum() < 5
            self.assertTrue(cond1 or cond2)
facebook-github-bot's avatar
facebook-github-bot committed
452
453

        # Check grad exists
454
        [verts] = mesh.verts_list()
facebook-github-bot's avatar
facebook-github-bot committed
455
        verts.requires_grad = True
456
        mesh2 = Meshes(verts=[verts], faces=mesh.faces_list(), textures=mesh.textures)
457
        images = renderer(mesh2)
facebook-github-bot's avatar
facebook-github-bot committed
458
459
        images[0, ...].sum().backward()
        self.assertIsNotNone(verts.grad)
460

461
462
463
464
465
        ##########################################
        # Check rendering of the front of the cow
        ##########################################

        R, T = look_at_view_transform(2.7, 0, 180)
Georgia Gkioxari's avatar
Georgia Gkioxari committed
466
        cameras = FoVPerspectiveCameras(device=device, R=R, T=T)
467
468
469
470
471

        # Move light to the front of the cow in world space
        lights.location = torch.tensor([0.0, 0.0, -2.0], device=device)[None]

        # Load reference image
Nikhila Ravi's avatar
Nikhila Ravi committed
472
        image_ref = load_rgb_image("test_texture_map_front.png", DATA_DIR)
473

Nikhila Ravi's avatar
Nikhila Ravi committed
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
        for bin_size in [0, None]:
            # Check both naive and coarse to fine produce the same output.
            renderer.rasterizer.raster_settings.bin_size = bin_size

            images = renderer(mesh, cameras=cameras, lights=lights)
            rgb = images[0, ..., :3].squeeze().cpu()

            if DEBUG:
                Image.fromarray((rgb.numpy() * 255).astype(np.uint8)).save(
                    DATA_DIR / "DEBUG_texture_map_front.png"
                )

            # NOTE some pixels can be flaky and will not lead to
            # `cond1` being true. Add `cond2` and check `cond1 or cond2`
            cond1 = torch.allclose(rgb, image_ref, atol=0.05)
            cond2 = ((rgb - image_ref).abs() > 0.05).sum() < 5
            self.assertTrue(cond1 or cond2)
491

492
493
494
        #################################
        # Add blurring to rasterization
        #################################
495
        R, T = look_at_view_transform(2.7, 0, 180)
Georgia Gkioxari's avatar
Georgia Gkioxari committed
496
        cameras = FoVPerspectiveCameras(device=device, R=R, T=T)
497
498
499
500
501
        blend_params = BlendParams(sigma=5e-4, gamma=1e-4)
        raster_settings = RasterizationSettings(
            image_size=512,
            blur_radius=np.log(1.0 / 1e-4 - 1.0) * blend_params.sigma,
            faces_per_pixel=100,
502
            clip_barycentric_coords=True,
503
504
505
        )

        # Load reference image
Nikhila Ravi's avatar
Nikhila Ravi committed
506
        image_ref = load_rgb_image("test_blurry_textured_rendering.png", DATA_DIR)
507

Nikhila Ravi's avatar
Nikhila Ravi committed
508
509
510
511
512
513
514
515
516
        for bin_size in [0, None]:
            # Check both naive and coarse to fine produce the same output.
            renderer.rasterizer.raster_settings.bin_size = bin_size

            images = renderer(
                mesh.clone(),
                cameras=cameras,
                raster_settings=raster_settings,
                blend_params=blend_params,
517
            )
Nikhila Ravi's avatar
Nikhila Ravi committed
518
519
520
521
522
523
            rgb = images[0, ..., :3].squeeze().cpu()

            if DEBUG:
                Image.fromarray((rgb.numpy() * 255).astype(np.uint8)).save(
                    DATA_DIR / "DEBUG_blurry_textured_rendering.png"
                )
524

Nikhila Ravi's avatar
Nikhila Ravi committed
525
            self.assertClose(rgb, image_ref, atol=0.05)
526

527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
    def test_batch_uvs(self):
        """Test that two random tori with TexturesUV render the same as each individually."""
        torch.manual_seed(1)
        device = torch.device("cuda:0")
        plain_torus = torus(r=1, R=4, sides=10, rings=10, device=device)
        [verts] = plain_torus.verts_list()
        [faces] = plain_torus.faces_list()
        nocolor = torch.zeros((100, 100), device=device)
        color_gradient = torch.linspace(0, 1, steps=100, device=device)
        color_gradient1 = color_gradient[None].expand_as(nocolor)
        color_gradient2 = color_gradient[:, None].expand_as(nocolor)
        colors1 = torch.stack([nocolor, color_gradient1, color_gradient2], dim=2)
        colors2 = torch.stack([color_gradient1, color_gradient2, nocolor], dim=2)
        verts_uvs1 = torch.rand(size=(verts.shape[0], 2), device=device)
        verts_uvs2 = torch.rand(size=(verts.shape[0], 2), device=device)

        textures1 = TexturesUV(
            maps=[colors1], faces_uvs=[faces], verts_uvs=[verts_uvs1]
        )
        textures2 = TexturesUV(
            maps=[colors2], faces_uvs=[faces], verts_uvs=[verts_uvs2]
        )
        mesh1 = Meshes(verts=[verts], faces=[faces], textures=textures1)
        mesh2 = Meshes(verts=[verts], faces=[faces], textures=textures2)
        mesh_both = join_meshes_as_batch([mesh1, mesh2])

        R, T = look_at_view_transform(10, 10, 0)
        cameras = FoVPerspectiveCameras(device=device, R=R, T=T)

        raster_settings = RasterizationSettings(
            image_size=128, blur_radius=0.0, faces_per_pixel=1
        )

        # Init shader settings
        lights = PointLights(device=device)
        lights.location = torch.tensor([0.0, 0.0, 2.0], device=device)[None]

        blend_params = BlendParams(
            sigma=1e-1,
            gamma=1e-4,
            background_color=torch.tensor([1.0, 1.0, 1.0], device=device),
        )
        # Init renderer
        renderer = MeshRenderer(
            rasterizer=MeshRasterizer(cameras=cameras, raster_settings=raster_settings),
            shader=HardPhongShader(
                device=device, lights=lights, cameras=cameras, blend_params=blend_params
            ),
        )

        outputs = []
        for meshes in [mesh_both, mesh1, mesh2]:
            outputs.append(renderer(meshes))

        if DEBUG:
            Image.fromarray(
                (outputs[0][0, ..., :3].cpu().numpy() * 255).astype(np.uint8)
            ).save(DATA_DIR / "test_batch_uvs0.png")
            Image.fromarray(
                (outputs[1][0, ..., :3].cpu().numpy() * 255).astype(np.uint8)
            ).save(DATA_DIR / "test_batch_uvs1.png")
            Image.fromarray(
                (outputs[0][1, ..., :3].cpu().numpy() * 255).astype(np.uint8)
            ).save(DATA_DIR / "test_batch_uvs2.png")
            Image.fromarray(
                (outputs[2][0, ..., :3].cpu().numpy() * 255).astype(np.uint8)
            ).save(DATA_DIR / "test_batch_uvs3.png")

            diff = torch.abs(outputs[0][0, ..., :3] - outputs[1][0, ..., :3])
            Image.fromarray(((diff > 1e-5).cpu().numpy().astype(np.uint8) * 255)).save(
                DATA_DIR / "test_batch_uvs01.png"
            )
            diff = torch.abs(outputs[0][1, ..., :3] - outputs[2][0, ..., :3])
            Image.fromarray(((diff > 1e-5).cpu().numpy().astype(np.uint8) * 255)).save(
                DATA_DIR / "test_batch_uvs23.png"
            )

        self.assertClose(outputs[0][0, ..., :3], outputs[1][0, ..., :3], atol=1e-5)
        self.assertClose(outputs[0][1, ..., :3], outputs[2][0, ..., :3], atol=1e-5)

607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
    def test_join_uvs(self):
        """Meshes with TexturesUV joined into a scene"""
        # Test the result of rendering three tori with separate textures.
        # The expected result is consistent with rendering them each alone.
        # This tests TexturesUV.join_scene with rectangle flipping,
        # and we check the form of the merged map as well.
        torch.manual_seed(1)
        device = torch.device("cuda:0")

        R, T = look_at_view_transform(18, 0, 0)
        cameras = FoVPerspectiveCameras(device=device, R=R, T=T)

        raster_settings = RasterizationSettings(
            image_size=256, blur_radius=0.0, faces_per_pixel=1
        )

        lights = PointLights(
            device=device,
            ambient_color=((1.0, 1.0, 1.0),),
            diffuse_color=((0.0, 0.0, 0.0),),
            specular_color=((0.0, 0.0, 0.0),),
        )
        blend_params = BlendParams(
            sigma=1e-1,
            gamma=1e-4,
            background_color=torch.tensor([1.0, 1.0, 1.0], device=device),
        )
        renderer = MeshRenderer(
            rasterizer=MeshRasterizer(cameras=cameras, raster_settings=raster_settings),
            shader=HardPhongShader(
                device=device, blend_params=blend_params, cameras=cameras, lights=lights
            ),
        )

        plain_torus = torus(r=1, R=4, sides=5, rings=6, device=device)
        [verts] = plain_torus.verts_list()
        verts_shifted1 = verts.clone()
        verts_shifted1 *= 0.5
        verts_shifted1[:, 1] += 7
        verts_shifted2 = verts.clone()
        verts_shifted2 *= 0.5
        verts_shifted2[:, 1] -= 7

        [faces] = plain_torus.faces_list()
        nocolor = torch.zeros((100, 100), device=device)
        color_gradient = torch.linspace(0, 1, steps=100, device=device)
        color_gradient1 = color_gradient[None].expand_as(nocolor)
        color_gradient2 = color_gradient[:, None].expand_as(nocolor)
        colors1 = torch.stack([nocolor, color_gradient1, color_gradient2], dim=2)
        colors2 = torch.stack([color_gradient1, color_gradient2, nocolor], dim=2)
        verts_uvs1 = torch.rand(size=(verts.shape[0], 2), device=device)
        verts_uvs2 = torch.rand(size=(verts.shape[0], 2), device=device)

        for i, align_corners, padding_mode in [
            (0, True, "border"),
            (1, False, "border"),
            (2, False, "zeros"),
        ]:
            textures1 = TexturesUV(
                maps=[colors1],
                faces_uvs=[faces],
                verts_uvs=[verts_uvs1],
                align_corners=align_corners,
                padding_mode=padding_mode,
            )

            # These downsamplings of colors2 are chosen to ensure a flip and a non flip
            # when the maps are merged.
            # We have maps of size (100, 100), (50, 99) and (99, 50).
            textures2 = TexturesUV(
                maps=[colors2[::2, :-1]],
                faces_uvs=[faces],
                verts_uvs=[verts_uvs2],
                align_corners=align_corners,
                padding_mode=padding_mode,
            )
            offset = torch.tensor([0, 0, 0.5], device=device)
            textures3 = TexturesUV(
                maps=[colors2[:-1, ::2] + offset],
                faces_uvs=[faces],
                verts_uvs=[verts_uvs2],
                align_corners=align_corners,
                padding_mode=padding_mode,
            )
            mesh1 = Meshes(verts=[verts], faces=[faces], textures=textures1)
            mesh2 = Meshes(verts=[verts_shifted1], faces=[faces], textures=textures2)
            mesh3 = Meshes(verts=[verts_shifted2], faces=[faces], textures=textures3)
            mesh = join_meshes_as_scene([mesh1, mesh2, mesh3])

            output = renderer(mesh)[0, ..., :3].cpu()
            output1 = renderer(mesh1)[0, ..., :3].cpu()
            output2 = renderer(mesh2)[0, ..., :3].cpu()
            output3 = renderer(mesh3)[0, ..., :3].cpu()
            # The background color is white and the objects do not overlap, so we can
            # predict the merged image by taking the minimum over every channel
            merged = torch.min(torch.min(output1, output2), output3)

            image_ref = load_rgb_image(f"test_joinuvs{i}_final.png", DATA_DIR)
            map_ref = load_rgb_image(f"test_joinuvs{i}_map.png", DATA_DIR)

            if DEBUG:
                Image.fromarray((output.numpy() * 255).astype(np.uint8)).save(
                    DATA_DIR / f"test_joinuvs{i}_final_.png"
                )
                Image.fromarray((output.numpy() * 255).astype(np.uint8)).save(
                    DATA_DIR / f"test_joinuvs{i}_merged.png"
                )

                Image.fromarray((output1.numpy() * 255).astype(np.uint8)).save(
                    DATA_DIR / f"test_joinuvs{i}_1.png"
                )
                Image.fromarray((output2.numpy() * 255).astype(np.uint8)).save(
                    DATA_DIR / f"test_joinuvs{i}_2.png"
                )
                Image.fromarray((output3.numpy() * 255).astype(np.uint8)).save(
                    DATA_DIR / f"test_joinuvs{i}_3.png"
                )
                Image.fromarray(
                    (mesh.textures.maps_padded()[0].cpu().numpy() * 255).astype(
                        np.uint8
                    )
                ).save(DATA_DIR / f"test_joinuvs{i}_map_.png")
                Image.fromarray(
                    (mesh2.textures.maps_padded()[0].cpu().numpy() * 255).astype(
                        np.uint8
                    )
                ).save(DATA_DIR / f"test_joinuvs{i}_map2.png")
                Image.fromarray(
                    (mesh3.textures.maps_padded()[0].cpu().numpy() * 255).astype(
                        np.uint8
                    )
                ).save(DATA_DIR / f"test_joinuvs{i}_map3.png")

            self.assertClose(output, merged, atol=0.015)
            self.assertClose(output, image_ref, atol=0.05)
            self.assertClose(mesh.textures.maps_padded()[0].cpu(), map_ref, atol=0.05)

    def test_join_verts(self):
        """Meshes with TexturesVertex joined into a scene"""
        # Test the result of rendering two tori with separate textures.
        # The expected result is consistent with rendering them each alone.
        torch.manual_seed(1)
        device = torch.device("cuda:0")
        plain_torus = torus(r=1, R=4, sides=5, rings=6, device=device)
        [verts] = plain_torus.verts_list()
        verts_shifted1 = verts.clone()
        verts_shifted1 *= 0.5
        verts_shifted1[:, 1] += 7

        faces = plain_torus.faces_list()
        textures1 = TexturesVertex(verts_features=[torch.rand_like(verts)])
        textures2 = TexturesVertex(verts_features=[torch.rand_like(verts)])
        mesh1 = Meshes(verts=[verts], faces=faces, textures=textures1)
        mesh2 = Meshes(verts=[verts_shifted1], faces=faces, textures=textures2)
        mesh = join_meshes_as_scene([mesh1, mesh2])

        R, T = look_at_view_transform(18, 0, 0)
        cameras = FoVPerspectiveCameras(device=device, R=R, T=T)

        raster_settings = RasterizationSettings(
            image_size=256, blur_radius=0.0, faces_per_pixel=1
        )

        lights = PointLights(
            device=device,
            ambient_color=((1.0, 1.0, 1.0),),
            diffuse_color=((0.0, 0.0, 0.0),),
            specular_color=((0.0, 0.0, 0.0),),
        )
        blend_params = BlendParams(
            sigma=1e-1,
            gamma=1e-4,
            background_color=torch.tensor([1.0, 1.0, 1.0], device=device),
        )
        renderer = MeshRenderer(
            rasterizer=MeshRasterizer(cameras=cameras, raster_settings=raster_settings),
            shader=HardPhongShader(
                device=device, blend_params=blend_params, cameras=cameras, lights=lights
            ),
        )

        output = renderer(mesh)

        image_ref = load_rgb_image("test_joinverts_final.png", DATA_DIR)

        if DEBUG:
            debugging_outputs = []
            for mesh_ in [mesh1, mesh2]:
                debugging_outputs.append(renderer(mesh_))
            Image.fromarray(
                (output[0, ..., :3].cpu().numpy() * 255).astype(np.uint8)
            ).save(DATA_DIR / "test_joinverts_final_.png")
            Image.fromarray(
                (debugging_outputs[0][0, ..., :3].cpu().numpy() * 255).astype(np.uint8)
            ).save(DATA_DIR / "test_joinverts_1.png")
            Image.fromarray(
                (debugging_outputs[1][0, ..., :3].cpu().numpy() * 255).astype(np.uint8)
            ).save(DATA_DIR / "test_joinverts_2.png")

        result = output[0, ..., :3].cpu()
        self.assertClose(result, image_ref, atol=0.05)

    def test_join_atlas(self):
        """Meshes with TexturesAtlas joined into a scene"""
        # Test the result of rendering two tori with separate textures.
        # The expected result is consistent with rendering them each alone.
        torch.manual_seed(1)
        device = torch.device("cuda:0")
        plain_torus = torus(r=1, R=4, sides=5, rings=6, device=device)
        [verts] = plain_torus.verts_list()
        verts_shifted1 = verts.clone()
        verts_shifted1 *= 1.2
        verts_shifted1[:, 0] += 4
        verts_shifted1[:, 1] += 5
        verts[:, 0] -= 4
        verts[:, 1] -= 4

        [faces] = plain_torus.faces_list()
        map_size = 3
        # Two random atlases.
        # The averaging of the random numbers here is not consistent with the
        # meaning of the atlases, but makes each face a bit smoother than
        # if everything had a random color.
        atlas1 = torch.rand(size=(faces.shape[0], map_size, map_size, 3), device=device)
        atlas1[:, 1] = 0.5 * atlas1[:, 0] + 0.5 * atlas1[:, 2]
        atlas1[:, :, 1] = 0.5 * atlas1[:, :, 0] + 0.5 * atlas1[:, :, 2]
        atlas2 = torch.rand(size=(faces.shape[0], map_size, map_size, 3), device=device)
        atlas2[:, 1] = 0.5 * atlas2[:, 0] + 0.5 * atlas2[:, 2]
        atlas2[:, :, 1] = 0.5 * atlas2[:, :, 0] + 0.5 * atlas2[:, :, 2]

        textures1 = TexturesAtlas(atlas=[atlas1])
        textures2 = TexturesAtlas(atlas=[atlas2])
        mesh1 = Meshes(verts=[verts], faces=[faces], textures=textures1)
        mesh2 = Meshes(verts=[verts_shifted1], faces=[faces], textures=textures2)
        mesh_joined = join_meshes_as_scene([mesh1, mesh2])

        R, T = look_at_view_transform(18, 0, 0)
        cameras = FoVPerspectiveCameras(device=device, R=R, T=T)

        raster_settings = RasterizationSettings(
            image_size=512, blur_radius=0.0, faces_per_pixel=1
        )

        lights = PointLights(
            device=device,
            ambient_color=((1.0, 1.0, 1.0),),
            diffuse_color=((0.0, 0.0, 0.0),),
            specular_color=((0.0, 0.0, 0.0),),
        )
        blend_params = BlendParams(
            sigma=1e-1,
            gamma=1e-4,
            background_color=torch.tensor([1.0, 1.0, 1.0], device=device),
        )
        renderer = MeshRenderer(
            rasterizer=MeshRasterizer(cameras=cameras, raster_settings=raster_settings),
            shader=HardPhongShader(
                device=device, blend_params=blend_params, cameras=cameras, lights=lights
            ),
        )

        output = renderer(mesh_joined)

        image_ref = load_rgb_image("test_joinatlas_final.png", DATA_DIR)

        if DEBUG:
            debugging_outputs = []
            for mesh_ in [mesh1, mesh2]:
                debugging_outputs.append(renderer(mesh_))
            Image.fromarray(
                (output[0, ..., :3].cpu().numpy() * 255).astype(np.uint8)
            ).save(DATA_DIR / "test_joinatlas_final_.png")
            Image.fromarray(
                (debugging_outputs[0][0, ..., :3].cpu().numpy() * 255).astype(np.uint8)
            ).save(DATA_DIR / "test_joinatlas_1.png")
            Image.fromarray(
                (debugging_outputs[1][0, ..., :3].cpu().numpy() * 255).astype(np.uint8)
            ).save(DATA_DIR / "test_joinatlas_2.png")

        result = output[0, ..., :3].cpu()
        self.assertClose(result, image_ref, atol=0.05)

889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
    def test_joined_spheres(self):
        """
        Test a list of Meshes can be joined as a single mesh and
        the single mesh is rendered correctly with Phong, Gouraud
        and Flat Shaders.
        """
        device = torch.device("cuda:0")

        # Init mesh with vertex textures.
        # Initialize a list containing two ico spheres of different sizes.
        sphere_list = [ico_sphere(3, device), ico_sphere(4, device)]
        # [(42 verts, 80 faces), (162 verts, 320 faces)]
        # The scale the vertices need to be set at to resize the spheres
        scales = [0.25, 1]
        # The distance the spheres ought to be offset horizontally to prevent overlap.
        offsets = [1.2, -0.3]
        # Initialize a list containing the adjusted sphere meshes.
        sphere_mesh_list = []
        for i in range(len(sphere_list)):
            verts = sphere_list[i].verts_padded() * scales[i]
            verts[0, :, 0] += offsets[i]
            sphere_mesh_list.append(
                Meshes(verts=verts, faces=sphere_list[i].faces_padded())
            )
913
        joined_sphere_mesh = join_meshes_as_scene(sphere_mesh_list)
Nikhila Ravi's avatar
Nikhila Ravi committed
914
915
        joined_sphere_mesh.textures = TexturesVertex(
            verts_features=torch.ones_like(joined_sphere_mesh.verts_padded())
916
917
918
919
        )

        # Init rasterizer settings
        R, T = look_at_view_transform(2.7, 0.0, 0.0)
Georgia Gkioxari's avatar
Georgia Gkioxari committed
920
        cameras = FoVPerspectiveCameras(device=device, R=R, T=T)
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
        raster_settings = RasterizationSettings(
            image_size=512, blur_radius=0.0, faces_per_pixel=1
        )

        # Init shader settings
        materials = Materials(device=device)
        lights = PointLights(device=device)
        lights.location = torch.tensor([0.0, 0.0, +2.0], device=device)[None]
        blend_params = BlendParams(1e-4, 1e-4, (0, 0, 0))

        # Init renderer
        rasterizer = MeshRasterizer(cameras=cameras, raster_settings=raster_settings)
        shaders = {
            "phong": HardPhongShader,
            "gouraud": HardGouraudShader,
            "flat": HardFlatShader,
        }
        for (name, shader_init) in shaders.items():
            shader = shader_init(
                lights=lights,
                cameras=cameras,
                materials=materials,
                blend_params=blend_params,
            )
            renderer = MeshRenderer(rasterizer=rasterizer, shader=shader)
            image = renderer(joined_sphere_mesh)
            rgb = image[..., :3].squeeze().cpu()
            if DEBUG:
                file_name = "DEBUG_joined_spheres_%s.png" % name
                Image.fromarray((rgb.numpy() * 255).astype(np.uint8)).save(
                    DATA_DIR / file_name
                )
            image_ref = load_rgb_image("test_joined_spheres_%s.png" % name, DATA_DIR)
            self.assertClose(rgb, image_ref, atol=0.05)
Nikhila Ravi's avatar
Nikhila Ravi committed
955
956
957
958

    def test_texture_map_atlas(self):
        """
        Test a mesh with a texture map as a per face atlas is loaded and rendered correctly.
Nikhila Ravi's avatar
Nikhila Ravi committed
959
        Also check that the backward pass for texture atlas rendering is differentiable.
Nikhila Ravi's avatar
Nikhila Ravi committed
960
961
962
963
964
965
966
967
968
969
970
971
972
973
        """
        device = torch.device("cuda:0")
        obj_dir = Path(__file__).resolve().parent.parent / "docs/tutorials/data"
        obj_filename = obj_dir / "cow_mesh/cow.obj"

        # Load mesh and texture as a per face texture atlas.
        verts, faces, aux = load_obj(
            obj_filename,
            device=device,
            load_textures=True,
            create_texture_atlas=True,
            texture_atlas_size=8,
            texture_wrap=None,
        )
Nikhila Ravi's avatar
Nikhila Ravi committed
974
        atlas = aux.texture_atlas
Nikhila Ravi's avatar
Nikhila Ravi committed
975
976
977
        mesh = Meshes(
            verts=[verts],
            faces=[faces.verts_idx],
Nikhila Ravi's avatar
Nikhila Ravi committed
978
            textures=TexturesAtlas(atlas=[atlas]),
Nikhila Ravi's avatar
Nikhila Ravi committed
979
980
981
982
        )

        # Init rasterizer settings
        R, T = look_at_view_transform(2.7, 0, 0)
Georgia Gkioxari's avatar
Georgia Gkioxari committed
983
        cameras = FoVPerspectiveCameras(device=device, R=R, T=T)
Nikhila Ravi's avatar
Nikhila Ravi committed
984
985

        raster_settings = RasterizationSettings(
Nikhila Ravi's avatar
Nikhila Ravi committed
986
987
988
989
            image_size=512,
            blur_radius=0.0,
            faces_per_pixel=1,
            cull_backfaces=True,
Nikhila Ravi's avatar
Nikhila Ravi committed
990
991
992
993
994
995
996
997
998
999
1000
        )

        # Init shader settings
        materials = Materials(device=device, specular_color=((0, 0, 0),), shininess=0.0)
        lights = PointLights(device=device)

        # Place light behind the cow in world space. The front of
        # the cow is facing the -z direction.
        lights.location = torch.tensor([0.0, 0.0, 2.0], device=device)[None]

        # The HardPhongShader can be used directly with atlas textures.
Nikhila Ravi's avatar
Nikhila Ravi committed
1001
        rasterizer = MeshRasterizer(cameras=cameras, raster_settings=raster_settings)
Nikhila Ravi's avatar
Nikhila Ravi committed
1002
        renderer = MeshRenderer(
Nikhila Ravi's avatar
Nikhila Ravi committed
1003
            rasterizer=rasterizer,
Nikhila Ravi's avatar
Nikhila Ravi committed
1004
1005
1006
1007
            shader=HardPhongShader(lights=lights, cameras=cameras, materials=materials),
        )

        images = renderer(mesh)
Nikhila Ravi's avatar
Nikhila Ravi committed
1008
        rgb = images[0, ..., :3].squeeze()
Nikhila Ravi's avatar
Nikhila Ravi committed
1009
1010
1011
1012
1013

        # Load reference image
        image_ref = load_rgb_image("test_texture_atlas_8x8_back.png", DATA_DIR)

        if DEBUG:
Nikhila Ravi's avatar
Nikhila Ravi committed
1014
            Image.fromarray((rgb.detach().cpu().numpy() * 255).astype(np.uint8)).save(
Nikhila Ravi's avatar
Nikhila Ravi committed
1015
1016
1017
                DATA_DIR / "DEBUG_texture_atlas_8x8_back.png"
            )

Nikhila Ravi's avatar
Nikhila Ravi committed
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
        self.assertClose(rgb.cpu(), image_ref, atol=0.05)

        # Check gradients are propagated
        # correctly back to the texture atlas.
        # Because of how texture sampling is implemented
        # for the texture atlas it is not possible to get
        # gradients back to the vertices.
        atlas.requires_grad = True
        mesh = Meshes(
            verts=[verts],
            faces=[faces.verts_idx],
            textures=TexturesAtlas(atlas=[atlas]),
        )
        raster_settings = RasterizationSettings(
            image_size=512,
            blur_radius=0.0001,
            faces_per_pixel=5,
            cull_backfaces=True,
            clip_barycentric_coords=True,
        )
        images = renderer(mesh, raster_settings=raster_settings)
        images[0, ...].sum().backward()

        fragments = rasterizer(mesh, raster_settings=raster_settings)
        # Some of the bary coordinates are outisde the
        # [0, 1] range as expected because the blur is > 0
        self.assertTrue(fragments.bary_coords.ge(1.0).any())
        self.assertIsNotNone(atlas.grad)
        self.assertTrue(atlas.grad.sum().abs() > 0.0)
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106

    def test_simple_sphere_outside_zfar(self):
        """
        Test output when rendering a sphere that is beyond zfar with a SoftPhongShader.
        This renders a sphere of radius 500, with the camera at x=1500 for different
        settings of zfar.  This is intended to check 1) setting cameras.zfar propagates
        to the blender and that the rendered sphere is (soft) clipped if it is beyond
        zfar, 2) make sure there are no numerical precision/overflow errors associated
        with larger world coordinates
        """
        device = torch.device("cuda:0")

        # Init mesh
        sphere_mesh = ico_sphere(5, device)
        verts_padded = sphere_mesh.verts_padded() * 500
        faces_padded = sphere_mesh.faces_padded()
        feats = torch.ones_like(verts_padded, device=device)
        textures = TexturesVertex(verts_features=feats)
        sphere_mesh = Meshes(verts=verts_padded, faces=faces_padded, textures=textures)

        R, T = look_at_view_transform(1500, 0.0, 0.0)

        # Init shader settings
        materials = Materials(device=device)
        lights = PointLights(device=device)
        lights.location = torch.tensor([0.0, 0.0, +1000.0], device=device)[None]

        raster_settings = RasterizationSettings(
            image_size=256, blur_radius=0.0, faces_per_pixel=1
        )
        for zfar in (10000.0, 100.0):
            cameras = FoVPerspectiveCameras(
                device=device, R=R, T=T, aspect_ratio=1.0, fov=60.0, zfar=zfar
            )
            rasterizer = MeshRasterizer(
                cameras=cameras, raster_settings=raster_settings
            )
            blend_params = BlendParams(1e-4, 1e-4, (0, 0, 1.0))

            shader = SoftPhongShader(
                lights=lights,
                cameras=cameras,
                materials=materials,
                blend_params=blend_params,
            )
            renderer = MeshRenderer(rasterizer=rasterizer, shader=shader)
            images = renderer(sphere_mesh)
            rgb = images[0, ..., :3].squeeze().cpu()

            filename = "test_simple_sphere_outside_zfar_%d.png" % int(zfar)

            # Load reference image
            image_ref = load_rgb_image(filename, DATA_DIR)

            if DEBUG:
                Image.fromarray((rgb.numpy() * 255).astype(np.uint8)).save(
                    DATA_DIR / ("DEBUG_" + filename)
                )

            self.assertClose(rgb, image_ref, atol=0.05)