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visualizer.py
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# Copyright (c) Facebook, Inc. and its affiliates.
"""
Visualizing 3D humans via Opengl
- Options:
GUI mode: a screen is required
Scnreenless mode: xvfb-run can be used to avoid screen requirement
"""
import numpy as np
import cv2
import torch
from renderer import viewer2D#, glViewer, glRenderer
from renderer import glViewer
from renderer import meshRenderer #glRenderer
from mocap_utils.coordconv import convert_smpl_to_bbox, convert_bbox_to_oriIm
from renderer.image_utils import draw_raw_bbox, draw_hand_bbox, draw_body_bbox, draw_arm_pose
class Visualizer(object):
"""
Visualizer to visuzlie SMPL reconstruction output from HMR family (HMR, SPIN, EFT)
Args:
reconstruction output
rawImg, bbox,
smpl_params (shape, pose, cams )
"""
def __init__(
self,
rendererType ='opengl_gui' #nongui or gui
):
self.rendererType = rendererType
if rendererType != "opengl_gui" and rendererType!= "opengl":
print("Wrong rendererType: {rendererType}")
assert False
self.cam_all = []
self.vert_all = []
self.bboxXYXY_all = []
self.bg_image = None
#Screenless rendering
if rendererType =='opengl':
self.renderer = meshRenderer.meshRenderer()
self.renderer.setRenderMode('geo')
self.renderer.offscreenMode(True)
else:
from renderer import glViewer #glRenderer
self.renderer = None
#Output rendering
self.renderout = None
# def setSMPLParam(self, smpl_vertices, cam, bbox_xyxy):
# """
# smpl_vertices: (6890,3)
# cam: (3,)
# bbox_xyxy: (3,)
# """
# self.cam_all.append(smpl_vertices)
# self.vert_all.append(cam)
# self.bboxXYXY_all.append(bbox_xyxy)
# def setImg(self, image):
# self.bg_image = image
# def setWindowSize(width_, height_):
# if self.rendererType=="gui":
# glViewer.setWindowSize(width_, height_)
# else:
# assert False
def visualize(self,
input_img,
hand_bbox_list = None,
body_bbox_list = None,
body_pose_list = None,
raw_hand_bboxes = None,
pred_mesh_list = None,
vis_raw_hand_bbox = True,
vis_body_pose = True,
vis_hand_bbox = True,
):
# init
res_img = input_img.copy()
# draw raw hand bboxes
if raw_hand_bboxes is not None and vis_raw_hand_bbox:
res_img = draw_raw_bbox(input_img, raw_hand_bboxes)
# res_img = np.concatenate((res_img, raw_bbox_img), axis=1)
# draw 2D Pose
if body_pose_list is not None and vis_body_pose:
res_img = draw_arm_pose(res_img, body_pose_list)
# draw body bbox
if body_bbox_list is not None:
body_bbox_img = draw_body_bbox(input_img, body_bbox_list)
res_img = body_bbox_img
# draw hand bbox
if hand_bbox_list is not None:
res_img = draw_hand_bbox(res_img, hand_bbox_list)
# render predicted meshes
if pred_mesh_list is not None:
rend_img = self.__render_pred_verts(input_img, pred_mesh_list)
if rend_img is not None:
res_img = np.concatenate((res_img, rend_img), axis=1)
# res_img = rend_img
return res_img
def __render_pred_verts(self, img_original, pred_mesh_list):
res_img = img_original.copy()
pred_mesh_list_offset =[]
for mesh in pred_mesh_list:
# Mesh vertices have in image cooridnate (left, top origin)
# Move the X-Y origin in image center
mesh_offset = mesh['vertices'].copy()
mesh_offset[:,0] -= img_original.shape[1]*0.5
mesh_offset[:,1] -= img_original.shape[0]*0.5
pred_mesh_list_offset.append( {'ver': mesh_offset, 'f':mesh['faces'] })# verts = mesh['vertices']
# faces = mesh['faces']
if self.rendererType =="opengl_gui":
self._visualize_gui_naive(pred_mesh_list_offset, img_original=res_img)
overlaidImg = None
else:
self._visualize_screenless_naive(pred_mesh_list_offset, img_original=res_img)
overlaidImg = self.renderout['render_camview']
# sideImg = self.renderout['render_sideview']
return overlaidImg
def _visualize_screenless_naive(self, meshList, skelList=None, body_bbox_list=None, img_original=None, show_side = False, vis=False, maxHeight = 1080):
"""
args:
meshList: list of {'ver': pred_vertices, 'f': smpl.faces}
skelList: list of [JointNum*3, 1] (where 1 means num. of frames in glviewer)
bbr_list: list of [x,y,w,h]
output:
#Rendered images are saved in
self.renderout['render_camview']
self.renderout['render_sideview']
#Note: The size of opengl rendering is restricted by the current screen size. Set the maxHeight accordingly
"""
assert self.renderer is not None
if len(meshList)==0:
# sideImg = cv2.resize(sideImg, (renderImg.shape[1], renderImg.shape[0]) )
self.renderout ={}
self.renderout['render_camview'] = img_original.copy()
blank = np.ones(img_original.shape, dtype=np.uint8)*255 #generate blank image
self.renderout['render_sideview'] = blank
return
if body_bbox_list is not None:
for bbr in body_bbox_list:
viewer2D.Vis_Bbox(img_original,bbr)
# viewer2D.ImShow(img_original)
#Check image height
imgHeight, imgWidth = img_original.shape[0], img_original.shape[1]
if maxHeight <imgHeight: #Resize
ratio = maxHeight/imgHeight
#Resize Img
newWidth = int(imgWidth*ratio)
newHeight = int(imgHeight*ratio)
img_original_resized = cv2.resize(img_original, (newWidth,newHeight))
#Resize skeleton
for m in meshList:
m['ver'] *=ratio
if skelList is not None:
for s in skelList:
s *=ratio
else:
img_original_resized = img_original
self.renderer.setWindowSize(img_original_resized.shape[1], img_original_resized.shape[0])
self.renderer.setBackgroundTexture(img_original_resized)
self.renderer.setViewportSize(img_original_resized.shape[1], img_original_resized.shape[0])
# self.renderer.add_mesh(meshList[0]['ver'],meshList[0]['f'])
self.renderer.clear_mesh()
for mesh in meshList:
self.renderer.add_mesh(mesh['ver'],mesh['f'])
self.renderer.showBackground(True)
self.renderer.setWorldCenterBySceneCenter()
self.renderer.setCameraViewMode("cam")
# self.renderer.setViewportSize(img_original_resized.shape[1], img_original_resized.shape[0])
self.renderer.display()
renderImg = self.renderer.get_screen_color_ibgr()
if vis:
viewer2D.ImShow(renderImg,waitTime=1,name="rendered")
###Render Side View
if show_side:
self.renderer.setCameraViewMode("free")
self.renderer.setViewAngle(90,20)
self.renderer.showBackground(False)
self.renderer.setViewportSize(img_original_resized.shape[1], img_original_resized.shape[0])
self.renderer.display()
sideImg = self.renderer.get_screen_color_ibgr() #Overwite on rawImg
if vis:
viewer2D.ImShow(sideImg,waitTime=0,name="sideview")
# sideImg = cv2.resize(sideImg, (renderImg.shape[1], renderImg.shape[0]) )
self.renderout ={}
self.renderout['render_camview'] = renderImg
if show_side:
self.renderout['render_sideview'] = sideImg
def _visualize_gui_naive(self, meshList, skelList=None, body_bbox_list=None, img_original=None, normal_compute=True):
"""
args:
meshList: list of {'ver': pred_vertices, 'f': smpl.faces}
skelList: list of [JointNum*3, 1] (where 1 means num. of frames in glviewer)
bbr_list: list of [x,y,w,h]
"""
if body_bbox_list is not None:
for bbr in body_bbox_list:
viewer2D.Vis_Bbox(img_original, bbr)
# viewer2D.ImShow(img_original)
glViewer.setWindowSize(img_original.shape[1], img_original.shape[0])
# glViewer.setRenderOutputSize(inputImg.shape[1],inputImg.shape[0])
glViewer.setBackgroundTexture(img_original)
glViewer.SetOrthoCamera(True)
glViewer.setMeshData(meshList, bComputeNormal= normal_compute) # meshes = {'ver': pred_vertices, 'f': smplWrapper.f}
if skelList is not None:
glViewer.setSkeleton(skelList)
if True: #Save to File
if True: #Cam view rendering
# glViewer.setSaveFolderName(overlaidImageFolder)
glViewer.setNearPlane(50)
glViewer.setWindowSize(img_original.shape[1], img_original.shape[0])
# glViewer.show_SMPL(bSaveToFile = True, bResetSaveImgCnt = False, countImg = False, mode = 'camera')
glViewer.show(1)
if False: #Side view rendering
# glViewer.setSaveFolderName(sideImageFolder)
glViewer.setNearPlane(50)
glViewer.setWindowSize(img_original.shape[1], img_original.shape[0])
glViewer.show_SMPL(bSaveToFile = True, bResetSaveImgCnt = False, countImg = True, zoom=1108, mode = 'youtube')
# glViewer.setSaveFolderName(g_renderDir)
# glViewer.show(0)
def _visualize_gui_smplpose_basic(self, smpl, poseParamList, shapeParamList =None, colorList = None, isRotMat = False, scalingFactor=300, waittime =1):
'''
Visualize SMPL vertices from SMPL pose parameters
This can be used as a quick visualize function if you have a pose parameters
args:
poseParamList: list of pose parameters (numpy array) in angle axis (72,) by default or rot matrix (24,3,3) with isRotMat==True
shapeParamList: (optional) list of shape parameters (numpy array) (10,). If not provided, use a zero vector
colorList: (optional) list of color RGB values e.g., (255,0,0) for red
'''
zero_betas = torch.from_numpy(np.zeros( (1,10), dtype=np.float32))
default_color = glViewer.g_colorSet['eft']
meshList =[]
for i, poseParam in enumerate(poseParamList):
if shapeParamList is not None:
shapeParam = torch.from_numpy(shapeParamList[i][np.newaxis,:])
else:
shapeParam = zero_betas#.copy()
if colorList is not None:
color = colorList[i]
else:
color = default_color
poseParam_tensor = torch.from_numpy( poseParam[np.newaxis,:]).float()
if isRotMat: #rot mat
pred_output = smpl(betas=shapeParam, body_pose=poseParam_tensor[:,1:], global_orient=poseParam_tensor[:,[0]], pose2rot=False)
else: #angle axis
pred_output = smpl(betas=shapeParam, body_pose=poseParam_tensor[:,3:], global_orient=poseParam_tensor[:,:3], pose2rot=True)
nn_vertices = pred_output.vertices.detach()[0].numpy() * scalingFactor
tempMesh = {'ver': nn_vertices, 'f': smpl.faces, 'color':color}
meshList.append(tempMesh)
# glViewer.setRenderOutputSize(inputImg.shape[1],inputImg.shape[0])
# glViewer.setBackgroundTexture(img_original)
glViewer.g_bShowFloor = True
# glViewer.SetOrthoCamera(True)
glViewer.g_viewMode = 'free'
glViewer.setMeshData(meshList, bComputeNormal= True) # meshes = {'ver': pred_vertices, 'f': smplWrapper.f}
# glViewer.PuttingObjectCenter()
# glViewer.setSkeleton(skelList)
glViewer.show(waittime) #Press q to escape