检查顶点在相机视图中是不是可见并渲染或被遮挡
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【中文标题】检查顶点在相机视图中是不是可见并渲染或被遮挡【英文标题】:Checking if vertex is visible in camera view and render or occluded检查顶点在相机视图中是否可见并渲染或被遮挡 【发布时间】:2020-04-17 00:30:51 【问题描述】:我正在处理一项机器学习任务,我正在尝试使用 Blender 生成合成图像作为神经网络的训练数据集。为此,我必须在渲染图像中找到对象的边界框。
到目前为止,我的代码很大程度上基于建议的in this thread,但这并没有考虑顶点是否可见或被另一个对象遮挡。所需的结果确实与here 解释的完全相同。我已经尝试过那里给出的建议,但它不起作用。我不明白是因为我给 ray_cast 函数提供了错误的输入(因为 bpy API 真的很糟糕),或者仅仅是因为函数的性能很差,正如我在其他地方读到的那样。我现在的代码是:
import bpy
import numpy as np
def boundingbox(scene, camera, obj, limit = 0.3):
# Get the inverse transformation matrix.
matrix = camera.matrix_world.normalized().inverted()
# Create a new mesh data block, using the inverse transform matrix to undo any transformations.
dg = bpy.context.evaluated_depsgraph_get()
# eval_obj = bpy.context.object.evaluated_get(dg)
eval_obj = obj.evaluated_get(dg)
mesh = eval_obj.to_mesh()
mesh.transform(obj.matrix_world)
mesh.transform(matrix)
# Get the world coordinates for the camera frame bounding box, before any transformations.
frame = [-v for v in camera.data.view_frame(scene=scene)[:3]]
origin = camera.location
lx = []
ly = []
for v in mesh.vertices:
co_local = v.co
z = -co_local.z
direction = (co_local - origin)
result = scene.ray_cast(view_layer=bpy.context.window.view_layer, origin=origin,
direction= direction) # interested only in the first return value
intersection = result[0]
met_obj = result[4]
if intersection:
if met_obj.type == 'CAMERA':
intersection = False
if z <= 0.0 or (intersection == True and (result[1] - co_local).length > limit):
# Vertex is behind the camera or another object; ignore it.
continue
else:
# Perspective division
frame = [(v / (v.z / z)) for v in frame]
min_x, max_x = frame[1].x, frame[2].x
min_y, max_y = frame[0].y, frame[1].y
x = (co_local.x - min_x) / (max_x - min_x)
y = (co_local.y - min_y) / (max_y - min_y)
lx.append(x)
ly.append(y)
eval_obj.to_mesh_clear()
# Image is not in view if all the mesh verts were ignored
if not lx or not ly:
return None
min_x = np.clip(min(lx), 0.0, 1.0)
min_y = np.clip(min(ly), 0.0, 1.0)
max_x = np.clip(max(lx), 0.0, 1.0)
max_y = np.clip(max(ly), 0.0, 1.0)
# Image is not in view if both bounding points exist on the same side
if min_x == max_x or min_y == max_y:
return None
# Figure out the rendered image size
render = scene.render
fac = render.resolution_percentage * 0.01
dim_x = render.resolution_x * fac
dim_y = render.resolution_y * fac
# return box in the form (top left x, top left y),(width, height)
return (
(round(min_x * dim_x), # X
round(dim_y - max_y * dim_y)), # Y
(round((max_x - min_x) * dim_x), # Width
round((max_y - min_y) * dim_y)) # Height
)
我还尝试将光线从顶点投射到相机位置(而不是相反)并使用here 解释的小立方体解决方法,但无济于事。有人可以帮我弄清楚如何正确地做到这一点或提出其他策略吗?
【问题讨论】:
你有没有运气弄明白? 【参考方案1】:我必须解决一个非常相似的问题
这是我使用的代码
def BoundingBoxFinal(obj,cam):
from bpy_extras.object_utils import world_to_camera_view
scene = bpy.context.scene
# needed to rescale 2d coordinates
render = scene.render
render_scale = scene.render.resolution_percentage / 100
res_x = render.resolution_x *render_scale
res_y = render.resolution_y *render_scale
# use generator expressions () or list comprehensions []
mat = obj.matrix_world
verts = [vert.co for vert in obj.data.vertices]
for i in range(len(verts)):
verts[i] = obj.matrix_world @ verts[i]
coords_2d = [world_to_camera_view(scene, cam, coord) for coord in verts]
# 2d data printout:
rnd = lambda i: round(i)
X_max = max(coords_2d[0])
Y_max = max(coords_2d[1])
X_min = min(coords_2d[0])
Y_min = min(coords_2d[1])
verts_2d =[]
for x, y, distance_to_lens in coords_2d:
verts_2d.append(tuple((rnd(res_x*x), rnd(res_y-res_y*y))))
Y_max = max(verts_2d, key = lambda i : i[1])[1]
X_max = max(verts_2d, key = lambda i : i[0])[0]
Y_min = min(verts_2d, key = lambda i : i[1])[1]
X_min = min(verts_2d, key = lambda i : i[0])[0]
verts_2d.clear()
return(
X_min,
Y_min,
X_max,
Y_max,
obj.data.name.split('.')[0]
)
【讨论】:
【参考方案2】:我试图在场景的渲染图像中找到对象的遮挡级别。 我所做的是,我创建了一种大小与渲染分辨率相同的地图(简单的二维数组)。然后我做了如下...
for each object in the scene:
for each vertex of the object:
(x', y', z') = convert the vertex from local(obj.data.vertices[i].co) to world view
(x, y, z) = convert the world view vertex(x', y', ') to the 2d camera view
# this x, y is the 2d coordinates and that z is the distance of the point from camera
update the 2d array with the id(corresponding to the object closer to the camera)
最后你可以检查顶点(对象obj
的一部分)是否可见,你需要做的就是你需要在最终渲染图像中投影那个顶点,比如说(x, y)。现在我们只需要检查该 map/2D 数组是否在 index(x, y) 处具有 obj
的 id。如果是,则意味着在渲染图像中坐标 (x, y) 处的 obj 顶点是可见的,如果不可见,则在 (x, y) 处,map/2d 数组具有其他对象的 id。在这种情况下,可以得出结论,坐标 (x, y) 处的渲染图像中对象obj
的顶点被场景中的某个其他对象覆盖(该特定顶点和相机之间存在另一个对象)。
这只是对数字的巧妙处理,你会得到你想要的。 如果您需要更多解释/代码,请在 cmets 中告诉我。 如果你们中的任何人发现这种方法有什么问题,也请告诉我。 您的 cmets 将不胜感激
【讨论】:
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