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Disabling anti-aliasing
Is it possible to disable anti-aliasing entirely?
Because this code:
render_flags = RenderFlags.RGBA
rgb, _ = self.renderer.render(self.scene, flags=render_flags)
valid_mask = (rgb[:, :, -1] > 0)[:, :, np.newaxis]
output_img = rgb[:, :, :-1] * valid_mask + (1 - valid_mask) * img
image = output_img.astype(np.uint8)
Will throw an error when changing "RenderFlags.RGBA" to "RenderFlags.FLAT":
output_img = rgb[:, :, :-1] * valid_mask + (1 - valid_mask) * img
ValueError: operands could not be broadcast together with shapes (1080,1920,2) (1080,1920,3)
There's a semi-transparent 1 pixel black outline around my model that I can't get rid of, I guess it's the antialiasing fault as I haven't found anything in the code that's supposed to do that:
import math
import trimesh
import pyrender
import numpy as np
from pyrender.constants import RenderFlags
from lib.models.spin import get_smpl_faces
class WeakPerspectiveCamera(pyrender.Camera):
def __init__(self,
scale,
translation,
znear=pyrender.camera.DEFAULT_Z_NEAR,
zfar=None,
name=None):
super(WeakPerspectiveCamera, self).__init__(
znear=znear,
zfar=zfar,
name=name,
)
self.scale = scale
self.translation = translation
def get_projection_matrix(self, width=None, height=None):
P = np.eye(4)
P[0, 0] = self.scale[0]
P[1, 1] = self.scale[1]
P[0, 3] = self.translation[0] * self.scale[0]
P[1, 3] = -self.translation[1] * self.scale[1]
P[2, 2] = -1
return P
class Renderer():
def __init__(self, resolution=(224,224), orig_img=False, wireframe=False):
self.resolution = resolution
self.faces = get_smpl_faces()
self.orig_img = orig_img
self.wireframe = wireframe
self.renderer = pyrender.OffscreenRenderer(
viewport_width=self.resolution[0],
viewport_height=self.resolution[1],
point_size=1.0
)
# set the scene
#self.scene = pyrender.Scene(bg_color=[0.0, 0.0, 0.0, 0.0], ambient_light=(0.3, 0.3, 0.3))
self.scene = pyrender.Scene(bg_color=[0.0, 0.0, 0.0, 0.0], ambient_light=(0.1, 0.1, 0.1))
#light = pyrender.PointLight(color=[1.0, 1.0, 1.0], intensity=1)
#light_pose = np.eye(4)
#light_pose[:3, 3] = [0, -1, 1]
#self.scene.add(light, pose=light_pose)
#light_pose[:3, 3] = [0, 1, 1]
#self.scene.add(light, pose=light_pose)
#light_pose[:3, 3] = [1, 1, 2]
#self.scene.add(light, pose=light_pose)
def render(self, img, verts, cam, angle=None, axis=None, mesh_filename=None, color=[1.0, 1.0, 0.9]):
mesh = trimesh.Trimesh(vertices=verts, faces=self.faces)
Rx = trimesh.transformations.rotation_matrix(math.radians(180), [1, 0, 0])
mesh.apply_transform(Rx)
if mesh_filename is not None:
mesh.export(mesh_filename)
if angle and axis:
R = trimesh.transformations.rotation_matrix(math.radians(angle), axis)
mesh.apply_transform(R)
sx, sy, tx, ty = cam
camera = WeakPerspectiveCamera(
scale=[sx, sy],
translation=[tx, ty],
zfar=1000.
)
material = pyrender.MetallicRoughnessMaterial(
metallicFactor=0.0,
alphaMode='OPAQUE',
baseColorFactor=(color[0], color[1], color[2], 1.0)
)
mesh = pyrender.Mesh.from_trimesh(mesh, material=material)
mesh_node = self.scene.add(mesh, 'mesh')
camera_pose = np.eye(4)
cam_node = self.scene.add(camera, pose=camera_pose)
if self.wireframe:
render_flags = RenderFlags.RGBA | RenderFlags.ALL_WIREFRAME
else:
render_flags = RenderFlags.RGBA
rgb, _ = self.renderer.render(self.scene, flags=render_flags)
valid_mask = (rgb[:, :, -1] > 0)[:, :, np.newaxis]
output_img = rgb[:, :, :-1] * valid_mask + (1 - valid_mask) * img
image = output_img.astype(np.uint8)
self.scene.remove_node(mesh_node)
self.scene.remove_node(cam_node)
return image
Hi, Check this PR: https://github.com/LeiaInc/pyrender/commit/f933ba1d96a75fb4ede325a7f6d4b7667bf2f917
Here is an interesting workaround found in mesh_to_sdf