# # Copyright (C) 2023, Inria # GRAPHDECO research group, https://team.inria.fr/graphdeco # All rights reserved. # # This software is free for non-commercial, research and evaluation use # under the terms of the LICENSE.md file. # # For inquiries contact george.drettakis@inria.fr # import torch import math from diff_gaussian_rasterization_depth_alpha import GaussianRasterizationSettings, GaussianRasterizer from AnimatableGaussians.utils.graphics_utils import focal2fov, getProjectionMatrix from AnimatableGaussians.utils.sh_utils import eval_sh def render3( gaussian_vals: dict, bg_color: torch.Tensor, extr: torch.Tensor, intr: torch.Tensor, img_w: int, img_h: int, scaling_modifier = 1.0, ): means3D = gaussian_vals['positions'] # Create zero tensor. We will use it to make pytorch return gradients of the 2D (screen-space) means screenspace_points = torch.zeros_like(means3D, dtype = means3D.dtype, requires_grad = True, device = "cuda") + 0 try: screenspace_points.retain_grad() except: pass means2D = screenspace_points opacity = gaussian_vals['opacity'] # If precomputed 3d covariance is provided, use it. If not, then it will be computed from # scaling / rotation by the rasterizer. cov3D_precomp = None scales = gaussian_vals['scales'] rotations = gaussian_vals['rotations'] # Set up rasterization configuration FoVx = focal2fov(intr[0, 0].item(), img_w) FoVy = focal2fov(intr[1, 1].item(), img_h) tanfovx = math.tan(FoVx * 0.5) tanfovy = math.tan(FoVy * 0.5) world_view_transform = extr.transpose(1, 0).cuda() projection_matrix = getProjectionMatrix(znear = 0.1, zfar = 100, fovX = FoVx, fovY = FoVy, K = intr, img_w = img_w, img_h = img_h).transpose(0, 1).cuda() full_proj_transform = (world_view_transform.unsqueeze(0).bmm(projection_matrix.unsqueeze(0))).squeeze(0) camera_center = torch.linalg.inv(extr)[:3, 3] raster_settings = GaussianRasterizationSettings( image_height = img_h, image_width = img_w, tanfovx = tanfovx, tanfovy = tanfovy, bg = bg_color, scale_modifier = scaling_modifier, viewmatrix = world_view_transform, projmatrix = full_proj_transform, sh_degree = gaussian_vals['max_sh_degree'], campos = camera_center, prefiltered = False, debug = False ) rasterizer = GaussianRasterizer(raster_settings = raster_settings) # If precomputed colors are provided, use them. Otherwise, if it is desired to precompute colors # from SHs in Python, do it. If not, then SH -> RGB conversion will be done by rasterizer. assert not ('colors' in gaussian_vals and 'shs' in gaussian_vals), "Cannot use both color and SH!" if 'colors' in gaussian_vals: colors_precomp = gaussian_vals['colors'] else: colors_precomp = None if 'shs' in gaussian_vals: shs_view = gaussian_vals['shs'] dir_pp = (means3D - camera_center.repeat(means3D.shape[0], 1)) dir_pp_normalized = dir_pp / dir_pp.norm(dim = 1, keepdim = True) sh2rgb = eval_sh(gaussian_vals['max_sh_degree'], shs_view, dir_pp_normalized) colors_precomp = torch.clamp_min(sh2rgb + 0.5, 0.0) shs = None # Rasterize visible Gaussians to image, obtain their radii (on screen). rendered_image, radii, rendered_depth, rendered_alpha = rasterizer( means3D = means3D, means2D = means2D, shs = shs, colors_precomp = colors_precomp, opacities = opacity, scales = scales, rotations = rotations, cov3D_precomp = cov3D_precomp) # Those Gaussians that were frustum culled or had a radius of 0 were not visible. # They will be excluded from value updates used in the splitting criteria. return { "render": rendered_image, "depth": rendered_depth, "mask": rendered_alpha, "viewspace_points": screenspace_points, "visibility_filter": radii > 0, "radii": radii }