a fork of shap-e for gc
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from typing import Optional, Sequence
import torch
from shap_e.rendering.blender.constants import (
BASIC_AMBIENT_COLOR,
BASIC_DIFFUSE_COLOR,
UNIFORM_LIGHT_DIRECTION,
)
from shap_e.rendering.view_data import ProjectiveCamera
from .cast import cast_camera
from .types import RayCollisions, TriMesh
def render_diffuse_mesh(
camera: ProjectiveCamera,
mesh: TriMesh,
light_direction: Sequence[float] = tuple(UNIFORM_LIGHT_DIRECTION),
diffuse: float = BASIC_DIFFUSE_COLOR,
ambient: float = BASIC_AMBIENT_COLOR,
ray_batch_size: Optional[int] = None,
checkpoint: Optional[bool] = None,
) -> torch.Tensor:
"""
Return an [H x W x 4] RGBA tensor of the rendered image.
The pixels are floating points, with alpha in the range [0, 1] and the
other colors matching the scale used by the mesh's vertex colors.
"""
light_direction = torch.tensor(
light_direction, device=mesh.vertices.device, dtype=mesh.vertices.dtype
)
all_collisions = RayCollisions.collect(
cast_camera(
camera=camera,
mesh=mesh,
ray_batch_size=ray_batch_size,
checkpoint=checkpoint,
)
)
num_rays = len(all_collisions.normals)
if mesh.vertex_colors is None:
vertex_colors = torch.tensor([[0.8, 0.8, 0.8]]).to(mesh.vertices).repeat(num_rays, 1)
else:
vertex_colors = mesh.vertex_colors
light_coeffs = ambient + (
diffuse * torch.sum(all_collisions.normals * light_direction, dim=-1).abs()
)
vertex_colors = mesh.vertex_colors[mesh.faces[all_collisions.tri_indices]]
bary_products = torch.sum(vertex_colors * all_collisions.barycentric[..., None], axis=-2)
out_colors = bary_products * light_coeffs[..., None]
res = torch.where(all_collisions.collides[:, None], out_colors, torch.zeros_like(out_colors))
return torch.cat([res, all_collisions.collides[:, None].float()], dim=-1).view(
camera.height, camera.width, 4
)