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开源软件名称(OpenSource Name):martinResearch/DEODR开源软件地址(OpenSource Url):https://github.com/martinResearch/DEODR开源编程语言(OpenSource Language):Python 55.3%开源软件介绍(OpenSource Introduction):DEODRDEODR (for Discontinuity-Edge-Overdraw based Differentiable Renderer) is a differentiable 3D mesh renderer written in C with Python and Matlab bindings. The python code provides interfaces with Pytorch and Tensorflow. It provides a differentiable rendering function and its associated reverse mode differentiation function (a.k.a adjoint function) that provides derivatives of a loss defined on the rendered image with respect to the lightning, the 3D vertices positions and the vertices colors. The core triangle rasterization procedures and their adjoint are written in C for speed, while the vertices normals computation and camera projections are computed in either Python (numpy, pytorch or tensorflow) or Matlab in order to gain flexibility and improve the integration with automatic differentiation libraries. The core C++ differentiable renderer has been implemented in 2008 and described in [1,2]. Unlike most other differentiable renderers (except the recent SoftRas [8] and to some extend the differentiable ray/path tracing methods in [10] and [13]), the rendering is differentiable along the occlusion boundaries and no had-hoc approximation is needed in the backpropagation pass to deal with discontinuities along occlusion boundaries. This is achieved by using a differentiable antialiasing method called Discontinuity-Edge-Overdraw [3] that progressively blends the colour of the front triangle with the back triangle along occlusion boundaries. Table of contentFeatures
Some unsupported features:
Using texture trianglesKeeping the rendering differentiable everywhere when using texture is challenging: if you use textured triangles you will need to make sure there are no adjacent triangles in the 3D mesh that are simultaneously visible while being disconnected in the UV map, i.e. that there is no visible seam. Otherwise the rendering will not in general be continuous with respect to the 3D vertices positions due to the texture discontinuity along the seam. Depending on the shape of your object, you might not be able to define a continuous UV mapping over the entire mesh and you will need to define the UV texture coordinates in a very specific manner described in Figure 3 in [1], with some constraints on the texture intensities so that the continuity of the rendering is still guaranteed along edges between disconnected triangles in the UV map after texture bilinear interpolation. Note that an improved version of that approach is also described in [8]. InstallationPythonFor python 3.6,3.7 and python 3.8 under Windows and Linux you can use
Otherwise or if that does not work you can try
MatlabSimply download the zip file, decompress it, run compile.m. For the hand fitting example you will also need to download my Matlab automatic differentiation toolbox from here add the decompressed folder in your matlab path ExamplesIterative Mesh fitting in PythonExample of fitting a hand mesh to a depth sensor image deodr/examples/depth_image_hand_fitting.py Example of fitting a hand mesh to a RGB sensor image deodr/examples/rgb_image_hand_fitting.py Example of fitting a hand mesh to several RGB sensor images deodr/examples/rgb_multiview_hand.py iterative mesh fitting in MatlabExample of a simple triangle soup fitting Matlab/examples/triangle_soup_fitting.m Example of fitting a hand mesh to a RGB sensor image Matlab/examples/hand_fitting.m. For this example you will also need to download the automatic differentiation toolbox from https://github.com/martinResearch/MatlabAutoDiff EquationsThis code implements the core of the differentiable renderer described in [1,2] and has been mostly written in 2008-2009. It is anterior to OpenDR and is to my knowledge the first differentiable renderer that deals with vertices displacements to appear in the literature. It renders a set of triangles with either a texture that is bilinearly interpolated and shaded or with interpolated RGB colours. In contrast with most renderers, the intensity of each pixel in the rendered image is continuous and differentiable with respect to the vertices positions even along occlusion boundaries. This is achieved by using a differentiable antialiasing method called Discontinuity-Edge-Overdraw [3] that progressively blends the colour of the front triangle with the back triangle along occlusion boundaries, using a linear combination of the front and back triangles with a mixing coefficient that varies continuously as the reprojected vertices move in the image (see [1,2] for more details). This allows us to capture the effect of change of visibility along occlusion boundaries in the gradient of the loss in a principled manner by simply applying the chain rule of derivatives to our differentiable rendering function. Note that this code does not provide explicitly the sparse Jacobian of the rendering function (where each row would correspond to the color intensity of a pixel of the rendered image, like done in [4]) but it provides the vector-Jacobian product operator, which corresponds to the backward function in PyTorch. This can be used to do efficient analysis-by-synthesis computer vision by minimizing the function E that corresponds to the sum or the squared pixel intensities differences between a rendered image and a reference observed image Io with respect to the scene parameters we aim to estimate. Using D(i,j) as the adjoint i.e. derivative of the error (for example the squared residual) between observed pixel intensity and synthetized pixel intensity at location (i,j) We can use DEODR to obtain the gradient with respect to the 2D vertices locations and their colors i.e : and In combination with an automatic differentiation tool, this core function allows one to obtain the gradient of the error function with respect to the parameters of a complex 3D scene one aims to estimate. The rendering function implemented in C++ can draw an image given a list of 2D projected triangles with the associated vertices depths (i.e 2.5D scene), where each triangle can have
We provide a functions in Matlab and Python to obtain the 2.5D representation of the scene from a textured 3D mesh, a camera and a simple lighting model. This function is used in the example in which we fit a 3D hand model to an image. We kept this function as minimalist as possible as we did not intend to rewrite an entire rendering pipeline but to focus on the part that is difficult to differentiate and that cannot be differentiated easily using automatic differentiation. Our code provides two methods to handle discontinuities at the occlusion boundaries
The choice of the method is done through the Boolean parameter antialiaseError. Both approaches lead to a differentiable error function after summation of the residuals over the pixels and both lead to similar gradients. The difference is subtle and is only noticeable at the borders after convergence on synthetic antialiased data. The first methods can potentially provide more flexibility for the design of the error function as one can for example use a non-local image loss by comparing image moments instead of comparing pixel per pixel. Note: In order to keep the code minimal and well documented, I decided not to provide here the Matlab code to model the articulated hand and the code to update the texture image from observation used in [1]. The hand fitting example provided here does not relies on a underlying skeleton but on a regularization term that penalizes non-rigid deformations. Some Matlab code for Linear Blend Skinning can be found here. Using a Matlab implementation of the skinning equations would allow the use of the Matlab automatic differentiation toolbox provided here to compute the Jacobian of the vertices positions with respect to the hand pose parameters. ConventionsPixel coordinates:If integer_pixel_centers is True (default) then pixel centers are at integer coordinates with
If integer_pixel_centers is False, then pixel centers are at half-integer coordinates with
According to this page, OpengGL has always used upper left pixel center at (0.5, 0.5) while Direct3D was using pixel center at (0,0) before version 10 and switched to (0.5,0.5) at version 10. Texel coordinates:Unlike in OpenGL Texel (texture pixel) center are at integer coordinates and origin in in the upper left corner of the texture image. The coordinate of the upper left texture pixel center (texel) is (0, 0). The color of the texture bilinearly sampled at float position (0.0,0.0) is texture[0, 0]. The value of the texture bilinearly sampled at float position (0.5,0.5) is equal to the average (texture[0, 0] + texture[0, 1] + texture[1, 0] + texture[1, 1])/4 TO DO
LicenseBSD 2-clause "Simplified" license. If you use any part of this work please cite the following: Model-based 3D Hand Pose Estimation from Monocular Video. M. de la Gorce, N. Paragios and David Fleet. PAMI 2011 pdf
Alternatives
References[1] Model-based 3D Hand Pose Estimation from Monocular Video. M. de la Gorce, N. Paragios and David Fleet. PAMI 2011 paper [2] Model-based 3D Hand Pose Estimation from Monocular Video. M. de la Gorce. PhD thesis. Ecole centralde de Paris 2009. paper [3] Discontinuity edge overdraw P.V. Sander and H. Hoppe, J.Snyder and S.J. Gortler. SI3D 2001 paper [4] OpenDR: An Approximate Differentiable Renderer Loper, Matthew M. and Black, Michael J. ECCV 2014 paper code online documentation [5] A Morphable Model For The Synthesis Of 3D Faces. Volker Blanz and Thomas Vetter. SIGGRAPH 99. paper [6] Neural 3D Mesh Renderer. Hiroharu Kato and Yoshitaka Ushiku and Tatsuya Harada.CoRR 2017 paper [7] End-to-end 6-DoF Object Pose Estimation through Differentiable Rasterization Andrea Palazzi, Luca Bergamini, Simone Calderara, Rita Cucchiara. Second Workshop on 3D Reconstruction Meets Semantics (3DRMS) at ECCVW 2018. paper [8] Mesh Color textures Cem Yuksel. Proceedings of High Performance Graphics 2017. paper [9] Soft Rasterizer: A Differentiable Renderer for Image-based 3D Reasoning. Shichen Liu, Tianye Li, Weikai Chen and Hao Li. ICCV 2019. paper [10] Differentiable Monte Carlo Ray Tracing through Edge Sampling. zu-Mao Li, Miika Aittala, Frédo Durand, Jaakko Lehtinen. SIGGRAPH Asia 2018. project page [11] Differentiable Surface Splatting for Point-based Geometry Processing. Felice Yifan, Serena Wang, Shihao Wu, Cengiz Oztireli and Olga Sorkine-Hornung. SIGGRAPH Asia 2019. paper and video [12] Learning to Predict 3D Objects with an Interpolation-based Differentiable Renderer Wenzheng Chen, Jun Gao, Huan Ling, Edward J. Smith, Jaakko Lehtinen, Alec Jacobson, Sanja Fidler. NeurIPS 2019. paper [13] Reparameterizing discontinuous integrands for differentiable rendering. Guillaume Loubet, Nicolas Holzschuch and Wenzel Jakob. SIGGRAPH Asia 2019. project page [14] TensorFlow Graphics: Computer Graphics Meets Deep Learning. Valentin, Julien and Keskin, Cem and Pidlypenskyi, Pavel and Makadia, Ameesh and Sud, Avneesh and Bouaziz, Sofien. 2019 [15] SDFDiff: Differentiable Rendering of Signed Distance Fields for 3D Shape Optimization. Yue Jiang, Dantong Ji, Zhizhong Han, Matthias Zwicker. CVPR 2020. code [16] DIST: Rendering Deep Implicit Signed Distance Function with Differentiable Sphere Tracing. Shaohui Liu1, Yinda Zhang, Songyou Peng, Boxin Shi, Marc Pollefeys, Zhaopeng Cui. CVPR 2020. code [17] Modular Primitives for High-Performance Differentiable Rendering. Samuli Laine, Janne Hellsten, Tero Karras, Yeongho Seol, Jaakko Lehtinen, Timo Aila. paper. |
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