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"""
For examples:
>>> python release/visualize_2d.py \
--seq_dir synbody_v1_0/20230113/Downtown/LS_0114_004551_088/ \
--body_model_path {path_to_body_models} \
--save_path vis/LS_0114_004551_088.mp4
"""
from pathlib import Path
import cv2
import numpy as np
import pyrender
import smplx
import torch
import tqdm
import trimesh
from pyrender.viewer import DirectionalLight, Node
# some constants
num_betas = 10
num_pca_comps = 45
flat_hand_mean = False
w = 1280
h = 720
fx = fy = max(w, h) / 2
def load_data(seq_dir):
seq_dir = Path(seq_dir)
# load images
frame_paths = sorted(seq_dir.glob('rgb/*.jpeg'))
images = [cv2.imread(p) for p in frame_paths]
# load parameters
person_paths = sorted(seq_dir.glob('smplx/*.npz'))
persons = {}
for p in person_paths:
person_id = p.stem
person = dict(np.load(p, allow_pickle=True))
for annot in person.keys():
if isinstance(person[annot], np.ndarray) and person[annot].ndim == 0:
person[annot] = person[annot].item()
persons[person_id] = person
return images, persons
def compute_camera_pose(camera_pose):
# Convert OpenCV cam pose to OpenGL cam pose
# x,-y,-z -> x,y,z
R_convention = np.array([[1.0, 0.0, 0.0, 0.0], [0.0, -1.0, 0.0, 0.0], [0.0, 0.0, -1.0, 0.0], [0.0, 0.0, 0.0, 1.0]])
camera_pose = R_convention @ camera_pose
return camera_pose
def create_raymond_lights():
# set directional light at axis origin, with -z direction align with +z direction of camera/world frame
matrix = np.array([[1, 0, 0, 0], [0, -1, 0, 0], [0, 0, -1, 0], [0, 0, 0, 1]])
return [Node(light=DirectionalLight(color=np.ones(3), intensity=2.0), matrix=matrix)]
def draw_overlay(img, camera, camera_pose, meshes):
scene = pyrender.Scene(bg_color=[0.0, 0.0, 0.0, 0.0], ambient_light=(0.3, 0.3, 0.3))
for i, mesh in enumerate(meshes):
scene.add(mesh, f'mesh_{i}')
# Defination of cam_pose: transformation from cam coord to world coord
scene.add(camera, pose=camera_pose)
light_nodes = create_raymond_lights()
for node in light_nodes:
scene.add_node(node)
r = pyrender.OffscreenRenderer(viewport_width=w, viewport_height=h, point_size=1)
color, _ = r.render(scene, flags=pyrender.RenderFlags.RGBA)
color = color.astype(np.float32) / 255.0
valid_mask = color > 0
img = img / 255
output_img = color * valid_mask + (1 - valid_mask) * img
img = (output_img * 255).astype(np.uint8)
return img
def draw_bboxes(img, bboxes):
for person_id, bbox in bboxes.items():
x, y, w, h = bbox
x, y, w, h = int(x), int(y), int(w), int(h)
img = cv2.rectangle(img, (x, y), (x + w, y + h), (0, 0, 255), 2)
img = cv2.putText(img, person_id, (x, y - 10), cv2.FONT_HERSHEY_SIMPLEX, 0.5, (0, 0, 255), 2)
return img
def visualize_2d(seq_dir, body_model_path, save_path):
# Set device
device = torch.device('cuda') if torch.cuda.is_available() else torch.device('cpu')
# Initialize body model
body_model = smplx.create(
body_model_path,
model_type='smplx',
flat_hand_mean=flat_hand_mean,
use_face_contour=True,
use_pca=True,
num_betas=num_betas,
num_pca_comps=num_pca_comps,
).to(device)
# Initialize components for rendering
camera = pyrender.camera.IntrinsicsCamera(fx=fx, fy=fy, cx=w / 2, cy=h / 2)
camera_pose = compute_camera_pose(np.eye(4)) # visualize in camera coord
material = pyrender.MetallicRoughnessMaterial(
metallicFactor=0.0, alphaMode='OPAQUE', baseColorFactor=(1.0, 1.0, 0.9, 1.0)
)
# Load data
images, persons = load_data(seq_dir)
# Draw overlay
save_images = []
for frame_idx, image in enumerate(tqdm.tqdm(images)):
# Prepare meshes to visualize
meshes = []
for person in persons.values():
person = person['smplx']
model_output = body_model(
global_orient=torch.tensor(person['global_orient'][[frame_idx]], device=device),
body_pose=torch.tensor(person['body_pose'][[frame_idx]], device=device),
transl=torch.tensor(person['transl'][[frame_idx]], device=device),
betas=torch.tensor(person['betas'][[frame_idx]], device=device),
left_hand_pose=torch.tensor(person['left_hand_pose'][[frame_idx]], device=device),
right_hand_pose=torch.tensor(person['right_hand_pose'][[frame_idx]], device=device),
return_verts=True,
)
vertices = model_output.vertices.detach().cpu().numpy().squeeze()
faces = body_model.faces
out_mesh = trimesh.Trimesh(vertices, faces, process=False)
mesh = pyrender.Mesh.from_trimesh(out_mesh, material=material)
meshes.append(mesh)
image = draw_overlay(image, camera, camera_pose, meshes)
# Visualize bounding boxes
# bboxes = {person_id: person['keypoints2d'][frame_idx] for person_id, person in persons.items()}
# image = draw_bboxes(image, bboxes)
save_images.append(image)
# Save visualization video
Path(save_path).parent.mkdir(parents=True, exist_ok=True)
fourcc = cv2.VideoWriter_fourcc(*'mp4v')
video = cv2.VideoWriter(save_path, fourcc, fps=15, frameSize=(w, h))
for image in save_images:
video.write(image)
video.release()
print(f'Visualization video saved at {save_path}')
if __name__ == '__main__':
import argparse
parser = argparse.ArgumentParser()
parser.add_argument('--seq_dir', type=str, required=True, help='directory containing the sequence data.')
parser.add_argument(
'--body_model_path', type=str, required=True, help='directory in which SMPL body models are stored.'
)
parser.add_argument('--save_path', type=str, required=True, help='path to save the visualization video.')
args = parser.parse_args()
visualize_2d(args.seq_dir, args.body_model_path, args.save_path)
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