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nerfstudio/nerfactory/models/modules/scene_colliders.py
Ethan Weber 0b042be956
Pipeline v2 (#258)
* Model class done, pipeline class still needs more visualization stuffs

* Renaming the BaseDataContainer to DataloaderOutputs and adding documentation

* Pushing more documentation, removing some trivial functions

* Updating dict typing

* Removing config dicts for collider

* Passing tests

* Pushing shell new dataloader

* Saving work, need to fix NGP model's get_loss_dict and Pipeline

* V1 of the ngp pipeline should be done. Need train script and debugging

* Updating with latest instant-ngp code

* Syntax updates from latest ngp graph code

* Linter, removing unneeded code in new NGP graph code

* Style

* Should be good now. Linter is happy and the code is verbatum current instant-ngp

* Everything done except novel view testing code

* Fixing some nitpicks

* Debugging dataloader

* merged master

* WOP. integrating pipeline with configs and notebook demo

* removing model folder

* a lot of name changing from Graph to Model

* in progress... changing trainer to use pipeline... broken right now

* pipeline code runs

* switched to val dataset

* makes run_eval.py work

* updated configs for pipeline change

* fixing test_run_train script

* fixing black and linting

* fix docs

* small updates to trainer

Co-authored-by: Jake Austin <jake-austin@berkeley.edu>
2022-08-10 14:59:45 -07:00

110 lines
3.9 KiB
Python

# Copyright 2022 The Plenoptix 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.
"""
Ray generator.
"""
import torch
from torch import nn
from torchtyping import TensorType
from nerfactory.cameras.rays import RayBundle
from nerfactory.dataloaders.structs import SceneBounds
class SceneBoundsCollider(nn.Module):
"""Module for setting near and far values for rays."""
def __init__(self, **kwargs) -> None:
self.kwargs = kwargs
super().__init__()
def forward(self, ray_bundle: RayBundle) -> RayBundle:
"""To be implemented."""
raise NotImplementedError
class AABBBoxCollider(SceneBoundsCollider):
"""Module for colliding rays with the scene bounds to compute near and far values."""
def __init__(self, scene_bounds: SceneBounds, **kwargs) -> None:
super().__init__(**kwargs)
self.scene_bounds = scene_bounds
@classmethod
def intersect_with_aabb(
cls, rays_o: TensorType["num_rays", 3], rays_d: TensorType["num_rays", 3], aabb: TensorType[2, 3]
):
"""_summary_
Args:
rays_o (torch.tensor): (num_rays, 3)
rays_d (torch.tensor): (num_rays, 3)
aabb (torch.tensor): (2, 3) This is [min point (x,y,z), max point (x,y,z)]
"""
# avoid divide by zero
dir_fraction = 1.0 / (rays_d + 1e-6)
# x
t1 = (aabb[0, 0] - rays_o[:, 0:1]) * dir_fraction[:, 0:1]
t2 = (aabb[1, 0] - rays_o[:, 0:1]) * dir_fraction[:, 0:1]
# y
t3 = (aabb[0, 1] - rays_o[:, 1:2]) * dir_fraction[:, 1:2]
t4 = (aabb[1, 1] - rays_o[:, 1:2]) * dir_fraction[:, 1:2]
# z
t5 = (aabb[0, 2] - rays_o[:, 2:3]) * dir_fraction[:, 2:3]
t6 = (aabb[1, 2] - rays_o[:, 2:3]) * dir_fraction[:, 2:3]
nears = torch.max(
torch.cat([torch.minimum(t1, t2), torch.minimum(t3, t4), torch.minimum(t5, t6)], dim=1), dim=1
).values
fars = torch.min(
torch.cat([torch.maximum(t1, t2), torch.maximum(t3, t4), torch.maximum(t5, t6)], dim=1), dim=1
).values
# fars < 0: means the ray is behind the camera
# nears > fars: means no intersection
valid_mask = ((fars > nears).float() * (fars > 0).float()).bool()
nears[nears < 0.0] = 0.0
nears[~valid_mask] = 0.0
fars[~valid_mask] = 0.0
return nears, fars, valid_mask
def forward(self, ray_bundle: RayBundle) -> RayBundle:
"""Intersects the rays with the scene bounds and updates the near and far values.
Populates nears and fars fields and returns the ray_bundle.
"""
aabb = self.scene_bounds.aabb
nears, fars, valid_mask = self.intersect_with_aabb(ray_bundle.origins, ray_bundle.directions, aabb)
ray_bundle.nears = nears[..., None]
ray_bundle.fars = fars[..., None]
ray_bundle.valid_mask = valid_mask[..., None]
return ray_bundle
class NearFarCollider(SceneBoundsCollider):
"""Sets the nears and fars with fixed values."""
def __init__(self, near_plane, far_plane, **kwargs) -> None:
self.near_plane = near_plane
self.far_plane = far_plane
super().__init__(**kwargs)
def forward(self, ray_bundle: RayBundle) -> RayBundle:
ones = torch.ones_like(ray_bundle.origins[..., 0:1])
ray_bundle.nears = ones * self.near_plane
ray_bundle.fars = ones * self.far_plane
ray_bundle.valid_mask = ones.bool()
return ray_bundle