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testing
Browse files- app.py +104 -103
- packages.txt +1 -2
app.py
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@@ -18,7 +18,7 @@ import pyrender
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from models.deco import DECO
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from common import constants
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os.environ['PYOPENGL_PLATFORM'] = 'osmesa'
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if torch.cuda.is_available():
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device = torch.device('cuda')
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@@ -75,105 +75,105 @@ def initiate_model(model_path):
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return deco_model
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def render_image(scene, img_res, img=None, viewer=False):
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def create_scene(mesh, img, focal_length=500, camera_center=250, img_res=500):
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def main(pil_img, out_dir='demo_out', model_path='checkpoint/deco_best.pth', mesh_colour=[130, 130, 130, 255], annot_colour=[0, 255, 0, 255]):
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deco_model = initiate_model(model_path)
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@@ -208,9 +208,10 @@ def main(pil_img, out_dir='demo_out', model_path='checkpoint/deco_best.pth', mes
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body_model_smpl.visual.vertex_colors[vert] = mesh_colour
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body_model_smpl.visual.vertex_colors[cont_smpl] = annot_colour
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rend = create_scene(body_model_smpl, img)
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os.makedirs(os.path.join(out_dir, 'Renders'), exist_ok=True)
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rend.save(os.path.join(out_dir, 'Renders', 'pred.png'))
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mesh_out_dir = os.path.join(out_dir, 'Preds')
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os.makedirs(mesh_out_dir, exist_ok=True)
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from models.deco import DECO
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from common import constants
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# os.environ['PYOPENGL_PLATFORM'] = 'osmesa'
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if torch.cuda.is_available():
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device = torch.device('cuda')
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return deco_model
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# def render_image(scene, img_res, img=None, viewer=False):
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# '''
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# Render the given pyrender scene and return the image. Can also overlay the mesh on an image.
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# '''
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# if viewer:
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# pyrender.Viewer(scene, use_raymond_lighting=True)
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# return 0
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# else:
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# r = pyrender.OffscreenRenderer(viewport_width=img_res,
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# viewport_height=img_res,
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# point_size=1.0)
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# color, _ = r.render(scene, flags=pyrender.RenderFlags.RGBA)
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# color = color.astype(np.float32) / 255.0
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# if img is not None:
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# valid_mask = (color[:, :, -1] > 0)[:, :, np.newaxis]
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# input_img = img.detach().cpu().numpy()
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# output_img = (color[:, :, :-1] * valid_mask +
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# (1 - valid_mask) * input_img)
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# else:
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# output_img = color
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# return output_img
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# def create_scene(mesh, img, focal_length=500, camera_center=250, img_res=500):
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# # Setup the scene
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# scene = pyrender.Scene(bg_color=[1.0, 1.0, 1.0, 1.0],
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# ambient_light=(0.3, 0.3, 0.3))
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# # add mesh for camera
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# camera_pose = np.eye(4)
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# camera_rotation = np.eye(3, 3)
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# camera_translation = np.array([0., 0, 2.5])
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# camera_pose[:3, :3] = camera_rotation
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# camera_pose[:3, 3] = camera_rotation @ camera_translation
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# pyrencamera = pyrender.camera.IntrinsicsCamera(
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# fx=focal_length, fy=focal_length,
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# cx=camera_center, cy=camera_center)
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# scene.add(pyrencamera, pose=camera_pose)
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# # create and add light
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# light = pyrender.PointLight(color=[1.0, 1.0, 1.0], intensity=1)
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# light_pose = np.eye(4)
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# for lp in [[1, 1, 1], [-1, 1, 1], [1, -1, 1], [-1, -1, 1]]:
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# light_pose[:3, 3] = mesh.vertices.mean(0) + np.array(lp)
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# # out_mesh.vertices.mean(0) + np.array(lp)
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# scene.add(light, pose=light_pose)
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# # add body mesh
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# material = pyrender.MetallicRoughnessMaterial(
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# metallicFactor=0.0,
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# alphaMode='OPAQUE',
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# baseColorFactor=(1.0, 1.0, 0.9, 1.0))
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# mesh_images = []
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# # resize input image to fit the mesh image height
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# img_height = img_res
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# img_width = int(img_height * img.shape[1] / img.shape[0])
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# img = cv2.resize(img, (img_width, img_height))
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# mesh_images.append(cv2.cvtColor(img, cv2.COLOR_BGR2RGB))
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# for sideview_angle in [0, 90, 180, 270]:
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# out_mesh = mesh.copy()
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# rot = trimesh.transformations.rotation_matrix(
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# np.radians(sideview_angle), [0, 1, 0])
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# out_mesh.apply_transform(rot)
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# out_mesh = pyrender.Mesh.from_trimesh(
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# out_mesh,
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# material=material)
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# mesh_pose = np.eye(4)
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# scene.add(out_mesh, pose=mesh_pose, name='mesh')
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# output_img = render_image(scene, img_res)
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# output_img = pil_img.fromarray((output_img * 255).astype(np.uint8))
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# output_img = np.asarray(output_img)[:, :, :3]
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# mesh_images.append(output_img)
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# # delete the previous mesh
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# prev_mesh = scene.get_nodes(name='mesh').pop()
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# scene.remove_node(prev_mesh)
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# # show upside down view
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# for topview_angle in [90, 270]:
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# out_mesh = mesh.copy()
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# rot = trimesh.transformations.rotation_matrix(
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# np.radians(topview_angle), [1, 0, 0])
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# out_mesh.apply_transform(rot)
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# out_mesh = pyrender.Mesh.from_trimesh(
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# out_mesh,
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# material=material)
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# mesh_pose = np.eye(4)
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# scene.add(out_mesh, pose=mesh_pose, name='mesh')
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# output_img = render_image(scene, img_res)
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# output_img = pil_img.fromarray((output_img * 255).astype(np.uint8))
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# output_img = np.asarray(output_img)[:, :, :3]
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# mesh_images.append(output_img)
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# # delete the previous mesh
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# prev_mesh = scene.get_nodes(name='mesh').pop()
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# scene.remove_node(prev_mesh)
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# # stack images
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# IMG = np.hstack(mesh_images)
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# IMG = pil_img.fromarray(IMG)
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# IMG.thumbnail((3000, 3000))
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# return IMG
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def main(pil_img, out_dir='demo_out', model_path='checkpoint/deco_best.pth', mesh_colour=[130, 130, 130, 255], annot_colour=[0, 255, 0, 255]):
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deco_model = initiate_model(model_path)
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body_model_smpl.visual.vertex_colors[vert] = mesh_colour
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body_model_smpl.visual.vertex_colors[cont_smpl] = annot_colour
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# rend = create_scene(body_model_smpl, img)
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# os.makedirs(os.path.join(out_dir, 'Renders'), exist_ok=True)
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# rend.save(os.path.join(out_dir, 'Renders', 'pred.png'))
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rend = img
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mesh_out_dir = os.path.join(out_dir, 'Preds')
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os.makedirs(mesh_out_dir, exist_ok=True)
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packages.txt
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freeglut3-dev
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libegl1
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freeglut3-dev
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