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import cv2
import numpy as np
from typing import Optional, Literal
import random
import matplotlib
import open3d as o3d
import torch
import torch.nn.functional as F
from collections import defaultdict
def spherical_uv_to_directions(uv: np.ndarray):
r"""
Convert spherical UV coordinates to 3D directions.
Args:
uv (np.ndarray): UV coordinates in the range [0, 1]. Shape: (H, W, 2).
Returns:
directions (np.ndarray): 3D directions corresponding to the UV coordinates. Shape: (H, W, 3).
"""
theta, phi = (1 - uv[..., 0]) * (2 * np.pi), uv[..., 1] * np.pi
directions = np.stack([np.sin(phi) * np.cos(theta),
np.sin(phi) * np.sin(theta), np.cos(phi)], axis=-1)
return directions
def depth_match(init_pred: dict, bg_pred: dict, mask: np.ndarray, quantile: float = 0.3) -> dict:
r"""
Match the background depth map to the scale of the initial depth map.
Args:
init_pred (dict): Initial depth prediction containing "distance" key.
bg_pred (dict): Background depth prediction containing "distance" key.
mask (np.ndarray): Binary mask indicating valid pixels in the background depth map.
quantile (float): Quantile to use for selecting the depth range for scale matching.
Returns:
bg_pred (dict): Background depth prediction with adjusted "distance" key.
"""
valid_mask = mask > 0
init_distance = init_pred["distance"][valid_mask]
bg_distance = bg_pred["distance"][valid_mask]
init_mask = init_distance < torch.quantile(init_distance, quantile)
bg_mask = bg_distance < torch.quantile(bg_distance, quantile)
scale = init_distance[init_mask].median() / bg_distance[bg_mask].median()
bg_pred["distance"] *= scale
return bg_pred
def _fill_small_boundary_spikes(
mesh: o3d.geometry.TriangleMesh,
max_bridge_dist: float,
repeat_times: int = 3,
max_connection_step: int = 8,
) -> o3d.geometry.TriangleMesh:
r"""
Fill small boundary spikes in a mesh by creating triangles between boundary vertices.
Args:
mesh (o3d.geometry.TriangleMesh): The input mesh to process.
max_bridge_dist (float): Maximum distance allowed for bridging boundary vertices.
repeat_times (int): Number of iterations to repeat the filling process.
max_connection_step (int): Maximum number of steps to connect boundary vertices.
Returns:
o3d.geometry.TriangleMesh: The mesh with small boundary spikes filled.
"""
for iteration in range(repeat_times):
if not mesh.has_triangles() or not mesh.has_vertices():
return mesh
vertices = np.asarray(mesh.vertices)
triangles = np.asarray(mesh.triangles)
# 1. Identify boundary edges
edge_to_triangle_count = defaultdict(int)
for tri_idx, tri in enumerate(triangles):
for i in range(3):
v1_idx, v2_idx = tri[i], tri[(i + 1) % 3]
edge = tuple(sorted((v1_idx, v2_idx)))
edge_to_triangle_count[edge] += 1
boundary_edges = [edge for edge,
count in edge_to_triangle_count.items() if count == 1]
if not boundary_edges:
return mesh
# 2. Create an adjacency list for boundary vertices using only boundary edges
boundary_adj = defaultdict(list)
for v1_idx, v2_idx in boundary_edges:
boundary_adj[v1_idx].append(v2_idx)
boundary_adj[v2_idx].append(v1_idx)
# 3. Process boundary vertices with new smooth filling algorithm
new_triangles_list = []
edge_added = defaultdict(bool)
# print(f"DEBUG: Found {len(boundary_edges)} boundary edges.")
# print(f"DEBUG: Max bridge distance set to: {max_bridge_dist}")
new_triangles_added_count = 0
for v_curr_idx, neighbors in boundary_adj.items():
if len(neighbors) != 2: # Only process vertices with exactly 2 boundary neighbors
continue
v_a_idx, v_b_idx = neighbors[0], neighbors[1]
# Skip if these vertices already form a triangle
potential_edge = tuple(sorted((v_a_idx, v_b_idx)))
if edge_to_triangle_count[potential_edge] > 0 or edge_added[potential_edge]:
continue
# Calculate distances
v_curr_coord = vertices[v_curr_idx]
v_a_coord = vertices[v_a_idx]
v_b_coord = vertices[v_b_idx]
dist_a_b = np.linalg.norm(v_a_coord - v_b_coord)
# Skip if distance exceeds threshold
if dist_a_b > max_bridge_dist:
continue
# Create simple triangle (v_a, v_b, v_curr)
new_triangles_list.append([v_a_idx, v_b_idx, v_curr_idx])
new_triangles_added_count += 1
edge_added[potential_edge] = True
# Mark edges as processed
edge_added[tuple(sorted((v_curr_idx, v_a_idx)))] = True
edge_added[tuple(sorted((v_curr_idx, v_b_idx)))] = True
# 4. Now process multi-step connections for better smoothing
# First build boundary chains for multi-step connections
boundary_loops = []
visited_vertices = set()
# Find boundary vertices with exactly 2 neighbors (part of continuous chains)
chain_starts = [v for v in boundary_adj if len(
boundary_adj[v]) == 2 and v not in visited_vertices]
for start_vertex in chain_starts:
if start_vertex in visited_vertices:
continue
chain = []
curr_vertex = start_vertex
# Follow the chain in one direction
while curr_vertex not in visited_vertices:
visited_vertices.add(curr_vertex)
chain.append(curr_vertex)
next_candidates = [
n for n in boundary_adj[curr_vertex] if n not in visited_vertices]
if not next_candidates:
break
curr_vertex = next_candidates[0]
if len(chain) >= 3:
boundary_loops.append(chain)
# Process each boundary chain for multi-step smoothing
for chain in boundary_loops:
chain_length = len(chain)
# Skip very small chains
if chain_length < 3:
continue
# Compute multi-step connections
max_step = min(max_connection_step, chain_length - 1)
for i in range(chain_length):
anchor_idx = chain[i]
anchor_coord = vertices[anchor_idx]
for step in range(3, max_step + 1):
if i + step >= chain_length:
break
far_idx = chain[i + step]
far_coord = vertices[far_idx]
# Check distance criteria
dist_anchor_far = np.linalg.norm(anchor_coord - far_coord)
if dist_anchor_far > max_bridge_dist * step:
continue
# Check if anchor and far are already connected
edge_anchor_far = tuple(sorted((anchor_idx, far_idx)))
if edge_to_triangle_count[edge_anchor_far] > 0 or edge_added[edge_anchor_far]:
continue
# Create fan triangles
fan_valid = True
fan_triangles = []
prev_mid_idx = anchor_idx
for j in range(1, step):
mid_idx = chain[i + j]
if prev_mid_idx != anchor_idx:
tri_edge1 = tuple(sorted((anchor_idx, mid_idx)))
tri_edge2 = tuple(sorted((prev_mid_idx, mid_idx)))
# Check if edges already exist (not created by our fan)
if (edge_to_triangle_count[tri_edge1] > 0 and not edge_added[tri_edge1]) or \
(edge_to_triangle_count[tri_edge2] > 0 and not edge_added[tri_edge2]):
fan_valid = False
break
fan_triangles.append(
[anchor_idx, prev_mid_idx, mid_idx])
prev_mid_idx = mid_idx
# Add final triangle to connect to far_idx
if fan_valid:
fan_triangles.append(
[anchor_idx, prev_mid_idx, far_idx])
# Add all fan triangles if valid
if fan_valid and fan_triangles:
for triangle in fan_triangles:
v_a, v_b, v_c = triangle
edge_ab = tuple(sorted((v_a, v_b)))
edge_bc = tuple(sorted((v_b, v_c)))
edge_ac = tuple(sorted((v_a, v_c)))
new_triangles_list.append(triangle)
new_triangles_added_count += 1
edge_added[edge_ab] = True
edge_added[edge_bc] = True
edge_added[edge_ac] = True
# Once we've added a fan, move to the next anchor
break
if new_triangles_added_count == 0:
break
# Update the mesh with new triangles
if new_triangles_list:
all_triangles_np = np.vstack(
(triangles, np.array(new_triangles_list, dtype=np.int32)))
final_mesh = o3d.geometry.TriangleMesh()
final_mesh.vertices = o3d.utility.Vector3dVector(vertices)
final_mesh.triangles = o3d.utility.Vector3iVector(all_triangles_np)
if mesh.has_vertex_colors():
final_mesh.vertex_colors = mesh.vertex_colors
# Clean up the mesh
final_mesh.remove_degenerate_triangles()
final_mesh.remove_unreferenced_vertices()
mesh = final_mesh
return mesh
def pano_sheet_warping(
rgb: torch.Tensor, # (H, W, 3) RGB image, values [0, 1]
distance: torch.Tensor, # (H, W) Distance map
rays: torch.Tensor, # (H, W, 3) Ray directions (unit vectors ideally)
# (H, W) Optional boolean mask
excluded_region_mask: Optional[torch.Tensor] = None,
max_size: int = 4096, # Max dimension for resizing
device: Literal["cuda", "cpu"] = "cuda", # Computation device
# Max distance to bridge boundary vertices
connect_boundary_max_dist: Optional[float] = 0.5,
connect_boundary_repeat_times: int = 2
) -> o3d.geometry.TriangleMesh:
r"""
Converts panoramic RGBD data (image, distance, rays) into an Open3D mesh.
Args:
image: Input RGB image tensor (H, W, 3), uint8 or float [0, 255].
distance: Input distance map tensor (H, W).
rays: Input ray directions tensor (H, W, 3). Assumed to originate from (0,0,0).
excluded_region_mask: Optional boolean mask tensor (H, W). True values indicate regions to potentially exclude.
max_size: Maximum size (height or width) to resize inputs to.
device: The torch device ('cuda' or 'cpu') to use for computations.
Returns:
An Open3D TriangleMesh object.
"""
assert rgb.ndim == 3 and rgb.shape[2] == 3, "Image must be HxWx3"
assert distance.ndim == 2, "Distance must be HxW"
assert rays.ndim == 3 and rays.shape[2] == 3, "Rays must be HxWx3"
assert (
rgb.shape[:2] == distance.shape[:2] == rays.shape[:2]
), "Input shapes must match"
mask = excluded_region_mask
if mask is not None:
assert (
mask.ndim == 2 and mask.shape[:2] == rgb.shape[:2]
), "Mask shape must match"
assert mask.dtype == torch.bool, "Mask must be a boolean tensor"
rgb = rgb.to(device)
distance = distance.to(device)
rays = rays.to(device)
if mask is not None:
mask = mask.to(device)
H, W = distance.shape
if max(H, W) > max_size:
scale = max_size / max(H, W)
else:
scale = 1.0
# --- Resize Inputs ---
rgb_nchw = rgb.permute(2, 0, 1).unsqueeze(0)
distance_nchw = distance.unsqueeze(0).unsqueeze(0)
rays_nchw = rays.permute(2, 0, 1).unsqueeze(0)
rgb_resized = (
F.interpolate(
rgb_nchw,
scale_factor=scale,
mode="bilinear",
align_corners=False,
recompute_scale_factor=False,
)
.squeeze(0)
.permute(1, 2, 0)
)
distance_resized = (
F.interpolate(
distance_nchw,
scale_factor=scale,
mode="bilinear",
align_corners=False,
recompute_scale_factor=False,
)
.squeeze(0)
.squeeze(0)
)
rays_resized_nchw = F.interpolate(
rays_nchw,
scale_factor=scale,
mode="bilinear",
align_corners=False,
recompute_scale_factor=False,
)
# IMPORTANT: Renormalize ray directions after interpolation
rays_resized = rays_resized_nchw.squeeze(0).permute(1, 2, 0)
rays_norm = torch.linalg.norm(rays_resized, dim=-1, keepdim=True)
rays_resized = rays_resized / (rays_norm + 1e-8)
if mask is not None:
mask_resized = (
F.interpolate(
# Needs float for interpolation
mask.unsqueeze(0).unsqueeze(0).float(),
scale_factor=scale,
mode="nearest", # Or 'nearest' if sharp boundaries are critical
# align_corners=False,
recompute_scale_factor=False,
)
.squeeze(0)
.squeeze(0)
)
mask_resized = mask_resized > 0.5 # Convert back to boolean
else:
mask_resized = None
H_new, W_new = distance_resized.shape # Get new dimensions
# --- Calculate 3D Vertices ---
# Vertex position = origin + distance * ray_direction
# Assuming origin is (0, 0, 0)
distance_flat = distance_resized.reshape(-1, 1) # (H*W, 1)
rays_flat = rays_resized.reshape(-1, 3) # (H*W, 3)
vertices = distance_flat * rays_flat # (H*W, 3)
vertex_colors = rgb_resized.reshape(-1, 3) # (H*W, 3)
# --- Generate Mesh Faces (Triangles from Quads) ---
# Vectorized approach for generating faces, including seam connection
# Rows for the top of quads
row_indices = torch.arange(0, H_new - 1, device=device)
# Columns for the left of quads (includes last col for wrapping)
col_indices = torch.arange(0, W_new, device=device)
# Create 2D grids of row and column coordinates for quad corners
# These represent the (row, col) of the top-left vertex of each quad
# Shape: (H_new-1, W_new)
quad_row_coords = row_indices.view(-1, 1).expand(-1, W_new)
quad_col_coords = col_indices.view(
1, -1).expand(H_new-1, -1) # Shape: (H_new-1, W_new)
# Top-left vertex indices
tl_row, tl_col = quad_row_coords, quad_col_coords
# Top-right vertex indices (with wrap-around)
tr_row, tr_col = quad_row_coords, (quad_col_coords + 1) % W_new
# Bottom-left vertex indices
bl_row, bl_col = (quad_row_coords + 1), quad_col_coords
# Bottom-right vertex indices (with wrap-around)
br_row, br_col = (quad_row_coords + 1), (quad_col_coords + 1) % W_new
# Convert 2D (row, col) coordinates to 1D vertex indices
tl = tl_row * W_new + tl_col
tr = tr_row * W_new + tr_col
bl = bl_row * W_new + bl_col
br = br_row * W_new + br_col
# Apply mask if provided
if mask_resized is not None:
# Get mask values for each corner of the quads
mask_tl_vals = mask_resized[tl_row, tl_col]
mask_tr_vals = mask_resized[tr_row, tr_col]
mask_bl_vals = mask_resized[bl_row, bl_col]
mask_br_vals = mask_resized[br_row, br_col]
# A quad is kept if none of its vertices are masked
# Shape: (H_new-1, W_new)
quad_keep_mask = ~(mask_tl_vals | mask_tr_vals |
mask_bl_vals | mask_br_vals)
# Filter vertex indices based on the keep mask
tl = tl[quad_keep_mask] # Result is flattened
tr = tr[quad_keep_mask]
bl = bl[quad_keep_mask]
br = br[quad_keep_mask]
else:
# If no mask, flatten all potential quads' vertex indices
tl = tl.flatten()
tr = tr.flatten()
bl = bl.flatten()
br = br.flatten()
# Create triangles (two per quad)
# Using the same winding order as before: (tl, tr, bl) and (tr, br, bl)
tri1 = torch.stack([tl, tr, bl], dim=1)
tri2 = torch.stack([tr, br, bl], dim=1)
faces = torch.cat([tri1, tri2], dim=0)
mesh_o3d = o3d.geometry.TriangleMesh()
mesh_o3d.vertices = o3d.utility.Vector3dVector(vertices.cpu().numpy())
mesh_o3d.triangles = o3d.utility.Vector3iVector(faces.cpu().numpy())
mesh_o3d.vertex_colors = o3d.utility.Vector3dVector(
vertex_colors.cpu().numpy())
mesh_o3d.remove_unreferenced_vertices()
mesh_o3d.remove_degenerate_triangles()
if connect_boundary_max_dist is not None and connect_boundary_max_dist > 0:
mesh_o3d = _fill_small_boundary_spikes(
mesh_o3d, connect_boundary_max_dist, connect_boundary_repeat_times)
# Recompute normals after potential modification, if mesh still valid
if mesh_o3d.has_triangles() and mesh_o3d.has_vertices():
mesh_o3d.compute_vertex_normals()
# Also computes triangle normals if vertex normals are computed
mesh_o3d.compute_triangle_normals()
return mesh_o3d
def get_no_fg_img(no_fg1_img, no_fg2_img, full_img):
r"""Get the image without foreground objects based on available inputs.
Args:
no_fg1_img: Image with foreground layer 1 removed
no_fg2_img: Image with foreground layer 2 removed
full_img: Original full image
Returns:
Image without foreground objects, defaulting to full image if no fg-removed images available
"""
fg_status = None
if no_fg1_img is not None and no_fg2_img is not None:
no_fg_img = no_fg2_img
fg_status = "both_fg1_fg2"
elif no_fg1_img is not None and no_fg2_img is None:
no_fg_img = no_fg1_img
fg_status = "only_fg1"
elif no_fg1_img is None and no_fg2_img is not None:
no_fg_img = no_fg2_img
fg_status = "only_fg2"
else:
no_fg_img = full_img
fg_status = "no_fg"
assert fg_status is not None
return no_fg_img, fg_status
def get_fg_mask(fg1_mask, fg2_mask):
r"""
Combine foreground masks from two layers.
Args:
fg1_mask: Foreground mask for layer 1
fg2_mask: Foreground mask for layer 2
Returns:
Combined foreground mask, or None if both are None
"""
if fg1_mask is not None and fg2_mask is not None:
fg_mask = np.logical_or(fg1_mask, fg2_mask)
elif fg1_mask is not None:
fg_mask = fg1_mask
elif fg2_mask is not None:
fg_mask = fg2_mask
else:
fg_mask = None
if fg_mask is not None:
fg_mask = fg_mask.astype(np.bool_).astype(np.uint8)
return fg_mask
def get_bg_mask(sky_mask, fg_mask, kernel_scale, dilation_kernel_size: int = 3):
r"""
Generate background mask based on sky and foreground masks.
Args:
sky_mask: Sky mask (boolean array)
fg_mask: Foreground mask (boolean array)
kernel_scale: Scale factor for the kernel size
dilation_kernel_size: The size of the dilation kernel.
Returns:
Background mask as a boolean array, where True indicates background pixels.
"""
kernel_size = dilation_kernel_size * kernel_scale
if fg_mask is not None:
bg_mask = np.logical_and(
(1 - cv2.dilate(fg_mask,
np.ones((kernel_size, kernel_size), np.uint8), iterations=1)),
(1 - sky_mask),
).astype(np.uint8)
else:
bg_mask = 1 - sky_mask
return bg_mask
def get_filtered_mask(disparity, beta=100, alpha_threshold=0.3, device="cuda"):
"""
filter the disparity map using sobel kernel, then mask out the edge (depth discontinuity)
Args:
disparity: Disparity map in BHWC format, shape [b, h, w, 1]
beta: Exponential decay factor for the Sobel magnitude
alpha_threshold: Threshold for visibility mask
device: Device to perform computations on, either 'cuda' or 'cpu'
Returns:
vis_mask: Visibility mask in BHWC format, shape [b, h, w, 1]
"""
b, h, w, _ = disparity.size()
# Permute to NCHW format: [b, 1, h, w]
disparity_nchw = disparity.permute(0, 3, 1, 2)
# Pad H and W dimensions with replicate padding
disparity_padded = F.pad(
disparity_nchw, (2, 2, 2, 2), mode="replicate"
) # Pad last two dims (W, H), [b, 1, h+4, w+4]
kernel_x = (
torch.tensor([[-1, 0, 1], [-2, 0, 2], [-1, 0, 1]])
.unsqueeze(0)
.unsqueeze(0)
.float()
.to(device)
)
kernel_y = (
torch.tensor([[-1, -2, -1], [0, 0, 0], [1, 2, 1]])
.unsqueeze(0)
.unsqueeze(0)
.float()
.to(device)
)
# Apply Sobel filters
sobel_x = F.conv2d(
disparity_padded, kernel_x, padding=(1, 1)
) # Output: [b, 1, h+4, w+4] # Corrected padding
sobel_y = F.conv2d(
disparity_padded, kernel_y, padding=(1, 1)
) # Output: [b, 1, h+4, w+4] # Corrected padding
# Calculate magnitude
sobel_mag_padded = torch.sqrt(
sobel_x**2 + sobel_y**2
) # Shape: [b, 1, h+4, w+4]
# Remove padding
sobel_mag = sobel_mag_padded[
:, :, 2:-2, 2:-2
] # Shape: [b, 1, h, w] # Adjusted slicing
# Calculate alpha and mask
alpha = torch.exp(-1.0 * beta * sobel_mag) # Shape: [b, 1, h, w]
vis_mask_nchw = torch.greater(alpha, alpha_threshold).float()
# Permute back to BHWC format: [b, h, w, 1]
vis_mask = vis_mask_nchw.permute(0, 2, 3, 1)
assert vis_mask.shape == disparity.shape # Ensure output shape matches input
return vis_mask
def sheet_warping(
predictions, excluded_region_mask=None,
connect_boundary_max_dist=0.5,
connect_boundary_repeat_times=2,
max_size=4096,
) -> o3d.geometry.TriangleMesh:
r"""
Convert depth predictions to a 3D mesh.
Args:
predictions: Dictionary containing:
- "rgb": RGB image tensor of shape (H, W, 3) with
values in [0, 255] (uint8) or [0, 1] (float).
- "distance": Distance map tensor of shape (H, W).
- "rays": Ray directions tensor of shape (H, W, 3).
excluded_region_mask: Optional boolean mask tensor of shape (H, W).
connect_boundary_max_dist: Maximum distance to bridge boundary vertices.
connect_boundary_repeat_times: Number of iterations to repeat the boundary connection.
max_size: Maximum size (height or width) to resize inputs to.
Returns:
An Open3D TriangleMesh object.
"""
rgb = predictions["rgb"] / 255.0
distance = predictions["distance"]
rays = predictions["rays"]
mesh = pano_sheet_warping(
rgb,
distance,
rays,
excluded_region_mask,
connect_boundary_max_dist=connect_boundary_max_dist,
connect_boundary_repeat_times=connect_boundary_repeat_times,
max_size=max_size
)
return mesh
def seed_all(seed: int = 0):
r"""
Set random seeds of all components.
"""
random.seed(seed)
np.random.seed(seed)
torch.manual_seed(seed)
torch.cuda.manual_seed_all(seed)
def colorize_depth_maps(
depth: np.ndarray,
mask: np.ndarray = None,
normalize: bool = True,
cmap: str = 'Spectral'
) -> np.ndarray:
r"""
Colorize depth maps using a colormap.
Args:
depth (np.ndarray): Depth map to colorize, shape (H, W).
mask (np.ndarray, optional): Optional mask to apply to the depth map, shape (H, W).
normalize (bool): Whether to normalize the depth values before colorization.
cmap (str): Name of the colormap to use.
Returns:
np.ndarray: Colorized depth map, shape (H, W, 3).
"""
# moge vis function
if mask is None:
depth = np.where(depth > 0, depth, np.nan)
else:
depth = np.where((depth > 0) & mask, depth, np.nan)
# Convert depth to disparity (inverse of depth)
disp = 1 / depth # Closer objects have higher disparity values
# Set invalid disparity values to the 0.1% quantile (avoids extreme outliers)
if mask is not None:
disp[~((depth > 0) & mask)] = np.nanquantile(disp, 0.001)
# Normalize disparity values to [0,1] range if requested
if normalize:
min_disp, max_disp = np.nanquantile(
disp, 0.001), np.nanquantile(disp, 0.99)
disp = (disp - min_disp) / (max_disp - min_disp)
# Apply colormap (inverted so closer=warmer colors)
# Note: matplotlib colormaps return RGBA in [0,1] range
colored = np.nan_to_num(
matplotlib.colormaps[cmap](
1.0 - disp)[..., :3], # Invert and drop alpha
nan=0 # Replace NaN with black
)
# Convert to uint8 and ensure contiguous memory layout
colored = np.ascontiguousarray((colored.clip(0, 1) * 255).astype(np.uint8))
return colored
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