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| import numpy as np | |
| import torch | |
| def create_camera_to_world_matrix(elevation, azimuth): | |
| elevation = np.radians(elevation) | |
| azimuth = np.radians(azimuth) | |
| # Convert elevation and azimuth angles to Cartesian coordinates on a unit sphere | |
| x = np.cos(elevation) * np.sin(azimuth) | |
| y = np.sin(elevation) | |
| z = np.cos(elevation) * np.cos(azimuth) | |
| # Calculate camera position, target, and up vectors | |
| camera_pos = np.array([x, y, z]) | |
| target = np.array([0, 0, 0]) | |
| up = np.array([0, 1, 0]) | |
| # Construct view matrix | |
| forward = target - camera_pos | |
| forward /= np.linalg.norm(forward) | |
| right = np.cross(forward, up) | |
| right /= np.linalg.norm(right) | |
| new_up = np.cross(right, forward) | |
| new_up /= np.linalg.norm(new_up) | |
| cam2world = np.eye(4) | |
| cam2world[:3, :3] = np.array([right, new_up, -forward]).T | |
| cam2world[:3, 3] = camera_pos | |
| return cam2world | |
| def convert_opengl_to_blender(camera_matrix): | |
| if isinstance(camera_matrix, np.ndarray): | |
| # Construct transformation matrix to convert from OpenGL space to Blender space | |
| flip_yz = np.array([[1, 0, 0, 0], [0, 0, -1, 0], [0, 1, 0, 0], [0, 0, 0, 1]]) | |
| camera_matrix_blender = np.dot(flip_yz, camera_matrix) | |
| else: | |
| # Construct transformation matrix to convert from OpenGL space to Blender space | |
| flip_yz = torch.tensor( | |
| [[1, 0, 0, 0], [0, 0, -1, 0], [0, 1, 0, 0], [0, 0, 0, 1]] | |
| ) | |
| if camera_matrix.ndim == 3: | |
| flip_yz = flip_yz.unsqueeze(0) | |
| camera_matrix_blender = torch.matmul(flip_yz.to(camera_matrix), camera_matrix) | |
| return camera_matrix_blender | |
| def normalize_camera(camera_matrix): | |
| """normalize the camera location onto a unit-sphere""" | |
| if isinstance(camera_matrix, np.ndarray): | |
| camera_matrix = camera_matrix.reshape(-1, 4, 4) | |
| translation = camera_matrix[:, :3, 3] | |
| translation = translation / ( | |
| np.linalg.norm(translation, axis=1, keepdims=True) + 1e-8 | |
| ) | |
| camera_matrix[:, :3, 3] = translation | |
| else: | |
| camera_matrix = camera_matrix.reshape(-1, 4, 4) | |
| translation = camera_matrix[:, :3, 3] | |
| translation = translation / ( | |
| torch.norm(translation, dim=1, keepdim=True) + 1e-8 | |
| ) | |
| camera_matrix[:, :3, 3] = translation | |
| return camera_matrix.reshape(-1, 16) | |
| def get_camera( | |
| num_frames, | |
| elevation=15, | |
| azimuth_start=0, | |
| azimuth_span=360, | |
| blender_coord=True, | |
| extra_view=False, | |
| ): | |
| angle_gap = azimuth_span / num_frames | |
| cameras = [] | |
| for azimuth in np.arange(azimuth_start, azimuth_span + azimuth_start, angle_gap): | |
| camera_matrix = create_camera_to_world_matrix(elevation, azimuth) | |
| if blender_coord: | |
| camera_matrix = convert_opengl_to_blender(camera_matrix) | |
| cameras.append(camera_matrix.flatten()) | |
| if extra_view: | |
| dim = len(cameras[0]) | |
| cameras.append(np.zeros(dim)) | |
| return torch.tensor(np.stack(cameras, 0)).float() | |
| def get_camera_for_index(data_index): | |
| """ | |
| 按照当前我们的数据格式, 以000为正对我们的情况: | |
| 000是正面, ev: 0, azimuth: 0 | |
| 001是左边, ev: 0, azimuth: -90 | |
| 002是下面, ev: -90, azimuth: 0 | |
| 003是背面, ev: 0, azimuth: 180 | |
| 004是右边, ev: 0, azimuth: 90 | |
| 005是上面, ev: 90, azimuth: 0 | |
| """ | |
| params = [(0, 0), (0, -90), (-90, 0), (0, 180), (0, 90), (90, 0)] | |
| return get_camera(1, *params[data_index]) |