Merge branch 'generative' of https://github.com/plenoptix/nerfactory into generative

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terrance committed 2023-02-03 22:28:16 +00:00
commit fd5b8be160
6 files changed
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@@ -291,7 +291,7 @@ def depth_loss(
Depth loss scalar.
"""
if not is_euclidean:
termination_depth = termination_depth / directions_norm
termination_depth = termination_depth * directions_norm
steps = (ray_samples.frustums.starts + ray_samples.frustums.ends) / 2
if depth_loss_type == DephtLossType.DS_NERF:
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@@ -37,7 +37,7 @@ from torchtyping import TensorType
from typing_extensions import Literal
from nerfstudio.cameras.rays import RaySamples
from nerfstudio.utils.math import components_from_spherical_harmonics
from nerfstudio.utils.math import components_from_spherical_harmonics, safe_normalize
BACKGROUND_COLOR_OVERRIDE: Optional[TensorType[3]] = None
@@ -328,41 +328,16 @@ class NormalsRenderer(nn.Module):
cls,
normals: TensorType["bs":..., "num_samples", 3],
weights: TensorType["bs":..., "num_samples", 1],
normalize: bool = True,
) -> TensorType["bs":..., 3]:
"""Calculate normals along the ray."""
n = torch.sum(weights * normals, dim=-2)
return n
class LambertianShadingRenderer(nn.Module):
"""Calculate Lambertian shading."""
@classmethod
def forward(
cls,
rgb: TensorType["bs":..., 3],
normals: TensorType["bs":..., 3],
light_direction: TensorType["bs":..., 3],
shading_weight: float = 1.0,
detach_normals=True,
):
"""Calculate Lambertian shading.
"""Calculate normals along the ray.
Args:
rgb: Accumulated rgb along a ray.
normals: Accumulated normals along a ray.
light_direction: Direction of light source.
shading_weight: Lambertian shading (1.0) vs. ambient lighting (0.0) ratio
detach_normals: Detach normals from the computation graph when computing shading.
Returns:
Textureless Lambertian shading, Lambertian shading
normals: Normals for each sample.
weights: Weights of each sample.
normalize: Normalize normals.
"""
if detach_normals:
normals = normals.detach()
lambertian = (1 - shading_weight) + shading_weight * (normals @ light_direction).clamp(min=0)
shaded = lambertian.unsqueeze(-1).repeat(1, 3)
shaded_albedo = rgb * lambertian.unsqueeze(-1)
return shaded, shaded_albedo
n = torch.sum(weights * normals, dim=-2)
if normalize:
n = safe_normalize(n)
return n
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@@ -0,0 +1,77 @@
# Copyright 2022 The Nerfstudio Team. All rights reserved.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
"""Shaders for rendering."""
from typing import Optional
from torch import nn
from torchtyping import TensorType
class LambertianShader(nn.Module):
"""Calculate Lambertian shading."""
@classmethod
def forward(
cls,
rgb: TensorType["bs":..., 3],
normals: TensorType["bs":..., 3],
light_direction: TensorType["bs":..., 3],
shading_weight: float = 1.0,
detach_normals=True,
):
"""Calculate Lambertian shading.
Args:
rgb: Accumulated rgb along a ray.
normals: Accumulated normals along a ray.
light_direction: Direction of light source.
shading_weight: Lambertian shading (1.0) vs. ambient lighting (0.0) ratio
detach_normals: Detach normals from the computation graph when computing shading.
Returns:
Textureless Lambertian shading, Lambertian shading
"""
if detach_normals:
normals = normals.detach()
lambertian = (1 - shading_weight) + shading_weight * (normals @ light_direction).clamp(min=0)
shaded = lambertian.unsqueeze(-1).repeat(1, 3)
shaded_albedo = rgb * lambertian.unsqueeze(-1)
return shaded, shaded_albedo
class NormalsShader(nn.Module):
"""Calculate shading for normals."""
@classmethod
def forward(
cls,
normals: TensorType["bs":..., 3],
weights: Optional[TensorType["bs":..., 1]] = None,
):
"""Applies a rainbow colormap to the normals.
Args:
normals: Normalized 3D vectors.
weights: Optional weights to scale to the normal colors. (Can be used for masking)
Returns:
Colored normals
"""
normals = (normals + 1) / 2
if weights is not None:
normals = normals * weights
return normals
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@@ -108,7 +108,7 @@ class DepthNerfactoModel(NerfactoModel):
metrics, images = super().get_image_metrics_and_images(outputs, batch)
ground_truth_depth = batch["depth_image"]
if not self.config.is_euclidean_depth:
ground_truth_depth = ground_truth_depth / outputs["directions_norm"]
ground_truth_depth = ground_truth_depth * outputs["directions_norm"]
ground_truth_depth_colormap = colormaps.apply_depth_colormap(ground_truth_depth)
predicted_depth_colormap = colormaps.apply_depth_colormap(
+10 -23
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@@ -52,11 +52,11 @@ from nerfstudio.model_components.ray_samplers import (
from nerfstudio.model_components.renderers import (
AccumulationRenderer,
DepthRenderer,
LambertianShadingRenderer,
NormalsRenderer,
RGBRenderer,
)
from nerfstudio.model_components.scene_colliders import AABBBoxCollider, SphereCollider
from nerfstudio.model_components.shaders import LambertianShader, NormalsShader
from nerfstudio.models.base_model import Model, ModelConfig
from nerfstudio.utils import colormaps, colors, math, misc
@@ -183,7 +183,10 @@ class DreamFusionModel(Model):
self.renderer_accumulation = AccumulationRenderer()
self.renderer_depth = DepthRenderer()
self.renderer_normals = NormalsRenderer()
self.renderer_lambertian = LambertianShadingRenderer()
# shaders
self.shader_lambertian = LambertianShader()
self.shader_normals = NormalsShader()
# losses
self.rgb_loss = MSELoss()
@@ -340,12 +343,12 @@ class DreamFusionModel(Model):
else:
shading_weight = 0.0
shaded, shaded_albedo = self.renderer_lambertian(
shaded, shaded_albedo = self.shader_lambertian(
rgb=rgb, normals=pred_normals, light_direction=light_d, shading_weight=shading_weight, detach_normals=True
)
outputs["normals"] = ((normals + 1.0) / 2.0) * accum_mask
outputs["pred_normals"] = ((pred_normals + 1.0) / 2.0) * accum_mask
outputs["normals"] = self.shader_normals(normals, weights=accum_mask)
outputs["pred_normals"] = self.shader_normals(pred_normals, weights=accum_mask)
outputs["shaded"] = accum_mask * shaded + torch.ones_like(shaded) * accum_mask_inv
outputs["shaded_albedo"] = shaded_albedo
outputs["render"] = accum_mask * rgb + background
@@ -409,28 +412,12 @@ class DreamFusionModel(Model):
def get_image_metrics_and_images(
self, outputs: Dict[str, torch.Tensor], batch: Dict[str, torch.Tensor]
) -> Tuple[Dict[str, float], Dict[str, torch.Tensor]]:
image = batch["image"].to(outputs["rgb"].device)
rgb = outputs["rgb"]
acc = colormaps.apply_colormap(outputs["accumulation"])
depth = colormaps.apply_depth_colormap(
outputs["depth"],
accumulation=outputs["accumulation"],
)
combined_rgb = torch.cat([image, rgb], dim=1)
# Switch images from [H, W, C] to [1, C, H, W] for metrics computations
image = torch.moveaxis(image, -1, 0)[None, ...]
rgb = torch.moveaxis(rgb, -1, 0)[None, ...]
psnr = self.psnr(image, rgb)
ssim = self.ssim(image, rgb)
lpips = self.lpips(image, rgb)
metrics_dict = {
"psnr": float(psnr.item()),
"ssim": float(ssim.item()),
"lpips": float(lpips.item()),
}
images_dict = {"img": combined_rgb, "accumulation": acc, "depth": depth}
metrics_dict = {}
images_dict = {"img": outputs["rgb"], "accumulation": acc, "depth": depth}
return metrics_dict, images_dict
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@@ -54,6 +54,7 @@ from nerfstudio.model_components.renderers import (
RGBRenderer,
)
from nerfstudio.model_components.scene_colliders import NearFarCollider
from nerfstudio.model_components.shaders import NormalsShader
from nerfstudio.models.base_model import Model, ModelConfig
from nerfstudio.utils import colormaps
@@ -187,6 +188,9 @@ class NerfactoModel(Model):
self.renderer_depth = DepthRenderer()
self.renderer_normals = NormalsRenderer()
# shaders
self.normals_shader = NormalsShader()
# losses
self.rgb_loss = MSELoss()
@@ -250,9 +254,10 @@ class NerfactoModel(Model):
}
if self.config.predict_normals:
outputs["normals"] = self.renderer_normals(normals=field_outputs[FieldHeadNames.NORMALS], weights=weights)
outputs["pred_normals"] = self.renderer_normals(field_outputs[FieldHeadNames.PRED_NORMALS], weights=weights)
normals = self.renderer_normals(normals=field_outputs[FieldHeadNames.NORMALS], weights=weights)
pred_normals = self.renderer_normals(field_outputs[FieldHeadNames.PRED_NORMALS], weights=weights)
outputs["normals"] = self.normals_shader(normals)
outputs["pred_normals"] = self.normals_shader(pred_normals)
# These use a lot of GPU memory, so we avoid storing them for eval.
if self.training:
outputs["weights_list"] = weights_list
@@ -334,12 +339,6 @@ class NerfactoModel(Model):
images_dict = {"img": combined_rgb, "accumulation": combined_acc, "depth": combined_depth}
# normals to RGB for visualization. TODO: use a colormap
if "normals" in outputs:
images_dict["normals"] = (outputs["normals"] + 1.0) / 2.0
if "pred_normals" in outputs:
images_dict["pred_normals"] = (outputs["pred_normals"] + 1.0) / 2.0
for i in range(self.config.num_proposal_iterations):
key = f"prop_depth_{i}"
prop_depth_i = colormaps.apply_depth_colormap(