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design2garmentcode-impl/pygarment/meshgen/render/pythonrender.py

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2025-07-03 17:03:00 +08:00
import os
import platform
if platform.system() == 'Linux':
os.environ["PYOPENGL_PLATFORM"] = "egl"
import numpy as np
import trimesh
import pyrender
from PIL import Image
from pygarment.meshgen.sim_config import PathCofig
def rotate_matrix_y(matrix, angle_deg):
rotation_angle = angle_deg * (np.pi / 180)
# Define the rotation matrix for 180-degree rotation around the y-axis
rotation_matrix = np.array([
[np.cos(rotation_angle), 0, np.sin(rotation_angle), 0],
[0, 1, 0, 0],
[-np.sin(rotation_angle), 0, np.cos(rotation_angle), 0],
[0, 0, 0, 1]
])
# Apply the rotation to the mesh vertices
rot_matrix = np.dot(rotation_matrix, matrix)
return rot_matrix
def rotate_matrix_x(matrix, angle_deg):
rotation_angle = angle_deg * (np.pi / 180)
# Define the rotation matrix for 180-degree rotation around the y-axis
rotation_matrix = np.array([
[1, 0, 0, 0],
[0, np.cos(rotation_angle), -np.sin(rotation_angle), 0],
[0, np.sin(rotation_angle), np.cos(rotation_angle), 0],
[0, 0, 0, 1]
])
# Apply the rotation to the mesh vertices
rot_matrix = np.dot(rotation_matrix, matrix)
return rot_matrix
def get_bounding_box_edges(mesh):
# Calculate the bounding box of the mesh
min_coords = mesh.bounds[0]
max_coords = mesh.bounds[1]
# Compute the corner points of the bounding box
corners = [
min_coords,
[max_coords[0], min_coords[1], min_coords[2]],
[min_coords[0], max_coords[1], min_coords[2]],
[max_coords[0], max_coords[1], min_coords[2]],
[min_coords[0], min_coords[1], max_coords[2]],
[max_coords[0], min_coords[1], max_coords[2]],
[min_coords[0], max_coords[1], max_coords[2]],
max_coords
]
return corners
def create_camera(pyrender, pyrender_body_mesh, scene, side, camera_location=None):
# Create a camera
y_fov = np.pi / 6.
camera = pyrender.PerspectiveCamera(yfov=y_fov)
if camera_location is None:
# Evaluate w.r.t. body
fov = 50 # Set your desired field of view in degrees
# # Calculate the bounding box center of the mesh
bounding_box_center = pyrender_body_mesh.bounds.mean(axis=0)
# Calculate the diagonal length of the bounding box
diagonal_length = np.linalg.norm(pyrender_body_mesh.bounds[1] - pyrender_body_mesh.bounds[0])
# Calculate the distance of the camera from the object based on the diagonal length
distance = 1.5 * diagonal_length / (2 * np.tan(np.radians(fov / 2)))
camera_location = bounding_box_center
camera_location[-1] += distance
# Calculate the camera pose
camera_pose = np.array([
[1.0, 0.0, 0.0, camera_location[0]],
[0.0, 1.0, 0.0, camera_location[1]],
[0.0, 0.0, 1.0, camera_location[2]],
[0.0, 0.0, 0.0, 1.0]
])
camera_pose = rotate_matrix_x(camera_pose, -15)
camera_pose = rotate_matrix_y(camera_pose, 20)
if side == 'back':
camera_pose = rotate_matrix_y(camera_pose, 180)
# Set camera's pose in the scene
scene.add(camera, pose=camera_pose)
def create_lights(scene, intensity=30.0):
light_positions = [
np.array([1.60614, 1.5341, 1.23701]),
np.array([1.31844, 1.92831, -2.52238]),
np.array([-2.80522, 1.2594, 2.34624]),
np.array([0.160261, 1.81789, 3.52215]),
np.array([-2.65752, 1.41194, -1.26328])
]
light_colors = [
[1.0, 1.0, 1.0],
[1.0, 1.0, 1.0],
[1.0, 1.0, 1.0],
[1.0, 1.0, 1.0],
[1.0, 1.0, 1.0]
]
# Add lights to the scene
for i in range(5):
light = pyrender.PointLight(color=light_colors[i], intensity=intensity)
light_pose = np.eye(4)
light_pose[:3, 3] = light_positions[i]
scene.add(light, pose=light_pose)
def render(
pyrender_garm_mesh, pyrender_body_mesh,
side,
paths: PathCofig,
render_props=None
):
if render_props and 'resolution' in render_props:
view_width, view_height = render_props['resolution']
else:
view_width, view_height = 1080, 1080
# Create a pyrender scene
scene = pyrender.Scene(bg_color=(1., 1., 1., 0.)) # Transparent!
# Create a pyrender mesh object from the trimesh object
# Add the mesh to the scene
scene.add(pyrender_garm_mesh)
scene.add(pyrender_body_mesh)
camera_location=render_props['front_camera_location'] if 'front_camera_location' in render_props else None
create_camera(
pyrender, pyrender_body_mesh, scene, side,
camera_location=camera_location
)
create_lights(scene, intensity=80.)
# Create a renderer
renderer = pyrender.OffscreenRenderer(viewport_width=view_width, viewport_height=view_height)
# Render the scene
color, _ = renderer.render(scene, flags=pyrender.RenderFlags.RGBA)
image = Image.fromarray(color)
image.save(paths.render_path(side), "PNG")
def load_meshes(paths:PathCofig, body_v, body_f):
# Load body mesh
body_mesh = trimesh.Trimesh(body_v, body_f)
body_mesh.vertices = body_mesh.vertices / 100
# Color body mesh
body_material = pyrender.MetallicRoughnessMaterial(
baseColorFactor=(0.0, 0.0, 0.0, 1.0), # RGB color, Alpha
metallicFactor=0.658, # Range: [0.0, 1.0]
roughnessFactor=0.5 # Range: [0.0, 1.0]
)
pyrender_body_mesh = pyrender.Mesh.from_trimesh(body_mesh, material=body_material)
#Load garment mesh
garm_mesh = trimesh.load_mesh(str(paths.g_sim)) # NOTE: Includes the texture
garm_mesh.vertices = garm_mesh.vertices / 100 # scale to m
# Material adjustments
material = garm_mesh.visual.material.to_pbr()
material.baseColorFactor = [1., 1., 1., 1.]
material.doubleSided = True # color both face sides
# NOTE remove transparency -- add white background just in case
white_back = Image.new('RGBA', material.baseColorTexture.size, color=(255, 255, 255, 255))
white_back.paste(material.baseColorTexture)
material.baseColorTexture = white_back.convert('RGB')
garm_mesh.visual.material = material
pyrender_garm_mesh = pyrender.Mesh.from_trimesh(garm_mesh, smooth=True)
return pyrender_garm_mesh, pyrender_body_mesh
def render_images(paths: PathCofig, body_v, body_f, render_props):
pyrender_garm_mesh, pyrender_body_mesh = load_meshes(paths, body_v, body_f)
for side in render_props['sides']:
render(pyrender_garm_mesh, pyrender_body_mesh, side, paths, render_props)