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nerfstudio/nerfactory/models/modules/scene_colliders.py
Ethan Weber 383a6075cc
[wip] proposal network sampler (#534)
* initial running code

* dozer and poster 6K experiments

* code reorganization

* removed print

* black
2022-09-25 16:56:29 -07:00

128 lines
4.4 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.
"""
from __future__ import annotations
import torch
from torch import nn
from torchtyping import TensorType
from nerfactory.cameras.rays import RayBundle
from nerfactory.datamanagers.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.
Args:
scene_bounds: scene bounds to apply to dataset
"""
def __init__(self, scene_bounds: SceneBounds, near_plane: float = 0.0, **kwargs) -> None:
super().__init__(**kwargs)
self.scene_bounds = scene_bounds
self.near_plane = near_plane
def _intersect_with_aabb(
self, rays_o: TensorType["num_rays", 3], rays_d: TensorType["num_rays", 3], aabb: TensorType[2, 3]
):
"""Returns collection of valid rays within a specified near/far bounding box along with a mask
specifying which rays are valid
Args:
rays_o: (num_rays, 3) ray origins
rays_d: (num_rays, 3) ray directions
aabb: (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
# clamp to near plane
nears = torch.clamp(nears, min=self.near_plane)
# fars < 0: means the ray is behind the camera
# nears > fars: means no intersection
valid_mask = ((fars > nears).float() * (fars > 0).float()).bool()
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.
Args:
ray_bundle: specified ray bundle to operate on
"""
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.
Args:
near_plane: distance to near plane
far_plane: distance to far plane
"""
def __init__(self, near_plane: float, far_plane: float, **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