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import blenderproc as bproc
import argparse
import numpy as np
from glob import glob
import random
from datetime import datetime
random.seed(datetime.now().timestamp())

import sys
import math



parser = argparse.ArgumentParser()
parser.add_argument('obj1', default="apple", help="Name of object 1")
parser.add_argument('obj2', default="banana", help="Name of object 2")
parser.add_argument('bg_path', default="background/autumn_park_2k.hdr", help="Path to the background hdr image")
parser.add_argument('output_dir', default="output/above_below/", help="Path to where the final files, will be saved")
parser.add_argument('pair_index', default=-1, help="Non-Random Pair index")
parser.add_argument('debug', default=0)
args = parser.parse_args()

pair_index = int(args.pair_index)
# obj_list = ["apple", "banana", "bed", "bicycle", "book", "car", "chair", "laptop", "person", "tv"]


obj_list = ["apple", "banana",  "bicycle", "book", "chair", "laptop", "person", "tv"]
big_list = ['bicycle', 'person']
medium_list = ['chair', 'tv']
tiny_list = ['apple', 'banana']
small_list = ['book', 'laptop']

coco_objects = ['airplane', 'apple', 'backpack', 'banana', 'baseball_bat', 'baseball_glove', 'bear', 'bed', 'bench', 'bicycle', 'bird', 'boat', 'book', 'bottle', 'bowl', 'broccoli', 'bus', 'cake', 'car', 'carrot', 'cat', 'cell_phone', 'chair', 'clock', 'couch', 'cow', 'cup', 'dining_table', 'dog', 'donut', 'elephant', 'fire_hydrant', 'fork', 'frisbee', 'giraffe', 'hair_drier', 'handbag', 'horse', 'hot_dog', 'keyboard', 'kite', 'knife', 'laptop', 'microwave', 'motorcycle', 'mouse', 'orange', 'oven', 'parking_meter', 'person', 'pizza', 'potted_plant', 'refrigerator', 'remote', 'sandwich', 'scissors', 'sheep', 'sink', 'skateboard', 'skis', 'snowboard', 'spoon', 'sports_ball', 'stop_sign', 'suitcase', 'surfboard', 'teddy_bear', 'tennis_racket', 'tie', 'toaster', 'toilet', 'toothbrush', 'traffic_light', 'train', 'truck', 'tv', 'umbrella', 'vase', 'wine_glass', 'zebra']
wide_objects = ['airplane', 'bear', 'bus', 'bicycle','car', 'cat', 'couch', 'cup', 'cow', 'desk', 'dining_table', 'train', 'pig', 'giraffe', 'truck', 'tv', 'suitcase', 'motorcycle', 'horse']

def get_obj_scale(obj_name):
    """
    if obj_name in small_list:
        return random.uniform(1.75, 2.25)
    elif obj_name in tiny_list:
        return random.uniform(3.75, 4.25)
    else:  
        return 1.0
    """
    return 1.0

def retrieve_floor(bgpath):
    if 'white' in bgpath:
        floor_path = "floor/floor_white.blend"
    elif 'autumn' in bgpath:
        floor_path = "floor/floor_grass_brass.blend"
    elif 'studio' in bgpath:
        floor_path = 'floor/floor_wood.blend'
    return floor_path

def retrieve2obj(obj1="apple", obj2="banana", index=-1, 
                 asset_path="assets/blender_assets/", 
                 noncoco_asset_path = "assets/blender_assets_non_coco/"):

    if obj1 in coco_objects:
        obj1_list = sorted(glob(f'{asset_path}/{obj1}/*.blend'))
    else:
        obj1_list = sorted(glob(f'{noncoco_asset_path}/{obj1}/*.blend'))
    if obj2 in coco_objects:    
        obj2_list = sorted(glob(f'{asset_path}/{obj2}/*.blend'))
    else:
        obj2_list = sorted(glob(f'{noncoco_asset_path}/{obj2}/*.blend'))

    if index == -1:
        obj1_path = random.choice(obj1_list)
        obj2_path = random.choice(obj2_list)
    else:
        obj1_path = obj1_list[index]
        obj2_path = obj2_list[index]
    return obj1_path, obj2_path, f'{obj1}_{obj2}'

def get_obj_cam_coords(left, right, cam):
    """
    cam +x, left -y , right +y
    cam -x, left +y, right -y
    cam +y, left +x, right -x
    cam -y, left -x, right +x
    """
    positions = list()
    positions.append((cam, 0, random.uniform(-0.5, 0.5), -left, random.uniform(-0.5, 0.5), right))
    # positions.append((-cam, 0, 0, left, 0, -right))
    # positions.append((0, cam, left, 0, -right, 0))
    # positions.append((0, -cam, -left, 0, right, 0))

    return random.choice(positions)

bproc.init()

# activate normal and depth rendering
# bproc.renderer.enable_normals_output()
# bproc.renderer.enable_depth_output(activate_antialiasing=False)
# set realistic background
# haven_hdri_path = bproc.loader.get_random_world_background_hdr_img_path_from_haven('/home/lawrence/Documents/3dscene/')
haven_hdri_path = args.bg_path

for i in range(1):

    path1, path2, output_name = retrieve2obj(args.obj1, args.obj2, index=pair_index)
    
    swap = random.uniform(-1.0, 1.0)
    if swap < 0:
        path1, path2 = path2, path1

    bproc.world.set_world_background_hdr_img(haven_hdri_path, rotation_euler=[0.0, 0.0, random.uniform(-np.pi, np.pi)])

    offset = 0.0
    if args.obj2 in big_list :
        offset = 0.5

    offset_z = random.uniform(0.0, 0.0)
    offset_2 = random.uniform(-0.0, 0.0)

    r = random.uniform(5.25, 6.25)

    cam_x, cam_y, left_x, left_y, right_x, right_y = get_obj_cam_coords(random.uniform(0.4, 0.6), random.uniform(0.4, 0.6), r)
    
    right_y = left_y + random.uniform(0.7, 1.0)
    
    if args.obj1 in wide_objects:
        left_y = left_y - random.uniform(0.15, 0.25)
    if args.obj2 in wide_objects:
        right_y = right_y + random.uniform(0.15, 0.25)

    # Set the scale of the objects
    obj1_scale = get_obj_scale(args.obj1)
    obj2_scale = get_obj_scale(args.obj2)

    obj1 = bproc.loader.load_blend(path1, obj_types= ['armature','mesh', 'empty', 'hair'] )
    poi1 = bproc.object.compute_poi(bproc.filter.all_with_type(obj1, bproc.types.MeshObject))
    obj1 = bproc.object.merge_objects(obj1, 'merged_obj1')
    obj1.set_scale([obj1_scale, obj1_scale, obj1_scale])
    obj1.set_location([left_x, left_y, offset_z])
    obj1.set_rotation_euler([0, 0, random.uniform(-np.pi/8, np.pi/8)])


    obj2 = bproc.loader.load_blend(path2, obj_types= ['armature', 'mesh', 'empty', 'hair'])
    poi2 = bproc.object.compute_poi(bproc.filter.all_with_type(obj2, bproc.types.MeshObject))
    obj2 = bproc.object.merge_objects(obj2, 'merged_obj2')
    obj2.set_scale([obj2_scale, obj2_scale, obj2_scale])
    obj2.set_location([right_x, right_y, offset_z + offset_2])

    

    obj2.set_rotation_euler([0, 0, random.uniform(-np.pi/8, np.pi/8)])

    floor = bproc.loader.load_blend(retrieve_floor(args.bg_path), obj_types= ['armature','mesh', 'empty', 'hair'] )
    floor = bproc.object.merge_objects(floor)
    floor.set_location([0,0,min(offset_2, offset_z)])

    # define a light and set its location and energy level
    light = bproc.types.Light()
    light.set_type("POINT")
    light.set_location([0, random.uniform(-5.0, 5.0), 5])
    light.set_energy(3000)

    poi = (np.array([left_x, left_y, 0]) +  np.array([right_x, right_y, 0])) / 2
    poi[2] = poi[2] + offset

    

    # Set camera pose
    
    # Set output resolution to 1024x1024
    bproc.camera.set_resolution(1024, 1024)
    # Sample random camera location around the object
    location = bproc.sampler.part_sphere([cam_x, cam_y, 1.25], radius=0.25, part_sphere_dir_vector=[1, 0, 0], mode="SURFACE")
    # Compute rotation based on vector going from location towards poi
    rotation_matrix = bproc.camera.rotation_from_forward_vec(poi - location)
    # Add homog cam pose based on location an rotation
    cam2world_matrix = bproc.math.build_transformation_mat(location, rotation_matrix)
    bproc.camera.add_camera_pose(cam2world_matrix)


    # Render the scene
    bproc.renderer.set_max_amount_of_samples(24)
    data = bproc.renderer.render()

    # Write the rendering into an hdf5 file
    bproc.writer.write_hdf5(args.output_dir + output_name, data, append_to_existing_output=True)
    print(path1, path2)