# Copyright (c) 2021 PaddlePaddle Authors. All Rights Reserved. # # Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. # You may obtain a copy of the License at # # http://www.apache.org/licenses/LICENSE-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the License is distributed on an "AS IS" BASIS, # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. # See the License for the specific language governing permissions and # limitations under the License. import numpy as np from scipy import ndimage from utils.render import render_texture from utils.render import vis_of_vertices def get_visibility(vertices, triangles, h, w): triangles = triangles.T vertices_vis = vis_of_vertices(vertices.T, triangles, h, w) vertices_vis = vertices_vis.astype(bool) for k in range(2): tri_vis = vertices_vis[triangles[0, :]] | vertices_vis[triangles[1, :]] | vertices_vis[triangles[2, :]] ind = triangles[:, tri_vis] vertices_vis[ind] = True # for k in range(2): # tri_vis = vertices_vis[triangles[0,:]] & vertices_vis[triangles[1,:]] & vertices_vis[triangles[2,:]] # ind = triangles[:, tri_vis] # vertices_vis[ind] = True vertices_vis = vertices_vis.astype(np.float32) #1 for visible and 0 for non-visible return vertices_vis def get_uv_mask(vertices_vis, triangles, uv_coords, h, w, resolution): triangles = triangles.T vertices_vis = vertices_vis.astype(np.float32) uv_mask = render_texture(uv_coords.T, vertices_vis[np.newaxis, :], triangles, resolution, resolution, 1) uv_mask = np.squeeze(uv_mask > 0) uv_mask = ndimage.binary_closing(uv_mask) uv_mask = ndimage.binary_erosion(uv_mask, structure=np.ones((4, 4))) uv_mask = ndimage.binary_closing(uv_mask) uv_mask = ndimage.binary_erosion(uv_mask, structure=np.ones((4, 4))) uv_mask = ndimage.binary_erosion(uv_mask, structure=np.ones((4, 4))) uv_mask = ndimage.binary_erosion(uv_mask, structure=np.ones((4, 4))) uv_mask = uv_mask.astype(np.float32) return np.squeeze(uv_mask) def get_depth_image(vertices, triangles, h, w, isShow=False): z = vertices[:, 2:] if isShow: z = z / max(z) depth_image = render_texture(vertices.T, z.T, triangles.T, h, w, 1) return np.squeeze(depth_image)