Examples of renderer

Use the mesh renderer

You can use the mesh renderer to render a Gibson mesh within lines of code:

import cv2
import sys
import numpy as np
from gibson2.core.render.mesh_renderer.mesh_renderer_cpu import VisualObject, InstanceGroup, MeshRenderer

if __name__ == '__main__':
    model_path = sys.argv[1]
    renderer = MeshRenderer(width=512, height=512)
    renderer.load_object(model_path)
    renderer.add_instance(0)

    print(renderer.visual_objects, renderer.instances)
    print(renderer.materials_mapping, renderer.mesh_materials)
    camera_pose = np.array([0, 0, 1.2])
    view_direction = np.array([1, 0, 0])
    renderer.set_camera(camera_pose, camera_pose + view_direction, [0, 0, 1])
    renderer.set_fov(90)
    frame = renderer.render(modes=('rgb', 'normal', '3d'))

Create a FPS style interactive mesh renderer

The code can be found in examples/demo/mesh_renderer_example.py.

import cv2
import sys
import numpy as np
from gibson2.core.render.mesh_renderer.mesh_renderer_cpu import VisualObject, InstanceGroup, MeshRenderer

if __name__ == '__main__':
    model_path = sys.argv[1]
    renderer = MeshRenderer(width=512, height=512)
    renderer.load_object(model_path)
    renderer.add_instance(0)

    print(renderer.visual_objects, renderer.instances)
    print(renderer.materials_mapping, renderer.mesh_materials)
    camera_pose = np.array([0, 0, 1.2])
    view_direction = np.array([1, 0, 0])
    renderer.set_camera(camera_pose, camera_pose + view_direction, [0, 0, 1])
    renderer.set_fov(90)

    px = 0
    py = 0

    _mouse_ix, _mouse_iy = -1, -1
    down = False

    def change_dir(event, x, y, flags, param):
        global _mouse_ix, _mouse_iy, down, view_direction
        if event == cv2.EVENT_LBUTTONDOWN:
            _mouse_ix, _mouse_iy = x, y
            down = True
        if event == cv2.EVENT_MOUSEMOVE:
            if down:
                dx = (x - _mouse_ix) / 100.0
                dy = (y - _mouse_iy) / 100.0
                _mouse_ix = x
                _mouse_iy = y
                r1 = np.array([[np.cos(dy), 0, np.sin(dy)], [0, 1, 0], [-np.sin(dy), 0, np.cos(dy)]])
                r2 = np.array([[np.cos(-dx), -np.sin(-dx), 0], [np.sin(-dx), np.cos(-dx), 0], [0, 0, 1]])
                view_direction = r1.dot(r2).dot(view_direction)
        elif event == cv2.EVENT_LBUTTONUP:
            down = False

    cv2.namedWindow('test')
    cv2.setMouseCallback('test', change_dir)

    while True:
        frame = renderer.render(modes=('rgb', 'normal', '3d'))
        cv2.imshow('test', cv2.cvtColor(np.concatenate(frame, axis=1), cv2.COLOR_RGB2BGR))
        q = cv2.waitKey(1)
        if q == ord('w'):
            px += 0.05
        elif q == ord('s'):
            px -= 0.05
        elif q == ord('a'):
            py += 0.05
        elif q == ord('d'):
            py -= 0.05
        elif q == ord('q'):
            break
        camera_pose = np.array([px, py, 1.2])
        renderer.set_camera(camera_pose, camera_pose + view_direction, [0, 0, 1])

    renderer.release()

Sample rendering results with ‘Ribera’ scene would look like below:

_images/renderer_example.png

Use the mesh renderer to render to tensor

You can use gibson’s mesh renderer to render to a pytorch tensor, and it is extremely fast. Pytorch installation is required (otherwise, gibson simulator is not dependent on pytorch.)

The code can be found in examples/demo/mesh_renderer_example.py.

import cv2
import sys
import numpy as np
from gibson2.core.render.mesh_renderer.mesh_renderer_tensor import MeshRendererG2G
from gibson2.core.render.profiler import Profiler
import matplotlib.pyplot as plt
import torch

if __name__ == '__main__':
    model_path = sys.argv[1]
    renderer = MeshRendererG2G(width=512, height=512, device_idx=0)
    renderer.load_object(model_path)
    renderer.add_instance(0)

    print(renderer.visual_objects, renderer.instances)
    print(renderer.materials_mapping, renderer.mesh_materials)
    camera_pose = np.array([0, 0, 1.2])
    view_direction = np.array([1, 0, 0])
    renderer.set_camera(camera_pose, camera_pose + view_direction, [0, 0, 1])
    renderer.set_fov(90)
    for i in range(3000):
        with Profiler('Render'):
            frame = renderer.render(modes=('rgb', 'normal'))

    print(frame)
    img_np = frame[0].flip(0).data.cpu().numpy().reshape(renderer.height, renderer.width, 4)
    normal_np = frame[1].flip(0).data.cpu().numpy().reshape(renderer.height, renderer.width, 4)
    plt.imshow(np.concatenate([img_np, normal_np], axis=1))
    plt.show()

    renderer.release()

On Ribera scene, rendering ‘rgb’ and ‘normal’ at 512x512 on a GTX 1080ti, a framerate of 1300+ fps can be achieved.