warp-lang 1.0.1__py3-none-macosx_10_13_universal2.whl → 1.1.0__py3-none-macosx_10_13_universal2.whl

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Files changed (346) hide show
  1. warp/__init__.py +108 -97
  2. warp/__init__.pyi +1 -1
  3. warp/bin/libwarp-clang.dylib +0 -0
  4. warp/bin/libwarp.dylib +0 -0
  5. warp/build.py +115 -113
  6. warp/build_dll.py +383 -375
  7. warp/builtins.py +3425 -3354
  8. warp/codegen.py +2878 -2792
  9. warp/config.py +40 -36
  10. warp/constants.py +45 -45
  11. warp/context.py +5194 -5102
  12. warp/dlpack.py +442 -442
  13. warp/examples/__init__.py +16 -16
  14. warp/examples/assets/bear.usd +0 -0
  15. warp/examples/assets/bunny.usd +0 -0
  16. warp/examples/assets/cartpole.urdf +110 -110
  17. warp/examples/assets/crazyflie.usd +0 -0
  18. warp/examples/assets/cube.usd +0 -0
  19. warp/examples/assets/nv_ant.xml +92 -92
  20. warp/examples/assets/nv_humanoid.xml +183 -183
  21. warp/examples/assets/quadruped.urdf +267 -267
  22. warp/examples/assets/rocks.nvdb +0 -0
  23. warp/examples/assets/rocks.usd +0 -0
  24. warp/examples/assets/sphere.usd +0 -0
  25. warp/examples/benchmarks/benchmark_api.py +383 -383
  26. warp/examples/benchmarks/benchmark_cloth.py +278 -279
  27. warp/examples/benchmarks/benchmark_cloth_cupy.py +88 -88
  28. warp/examples/benchmarks/benchmark_cloth_jax.py +97 -100
  29. warp/examples/benchmarks/benchmark_cloth_numba.py +146 -142
  30. warp/examples/benchmarks/benchmark_cloth_numpy.py +77 -77
  31. warp/examples/benchmarks/benchmark_cloth_pytorch.py +86 -86
  32. warp/examples/benchmarks/benchmark_cloth_taichi.py +112 -112
  33. warp/examples/benchmarks/benchmark_cloth_warp.py +146 -146
  34. warp/examples/benchmarks/benchmark_launches.py +295 -295
  35. warp/examples/browse.py +29 -28
  36. warp/examples/core/example_dem.py +234 -221
  37. warp/examples/core/example_fluid.py +293 -267
  38. warp/examples/core/example_graph_capture.py +144 -129
  39. warp/examples/core/example_marching_cubes.py +188 -176
  40. warp/examples/core/example_mesh.py +174 -154
  41. warp/examples/core/example_mesh_intersect.py +205 -193
  42. warp/examples/core/example_nvdb.py +176 -169
  43. warp/examples/core/example_raycast.py +105 -89
  44. warp/examples/core/example_raymarch.py +199 -178
  45. warp/examples/core/example_render_opengl.py +185 -141
  46. warp/examples/core/example_sph.py +405 -389
  47. warp/examples/core/example_torch.py +222 -181
  48. warp/examples/core/example_wave.py +263 -249
  49. warp/examples/fem/bsr_utils.py +378 -380
  50. warp/examples/fem/example_apic_fluid.py +407 -391
  51. warp/examples/fem/example_convection_diffusion.py +182 -168
  52. warp/examples/fem/example_convection_diffusion_dg.py +219 -209
  53. warp/examples/fem/example_convection_diffusion_dg0.py +204 -194
  54. warp/examples/fem/example_deformed_geometry.py +177 -159
  55. warp/examples/fem/example_diffusion.py +201 -173
  56. warp/examples/fem/example_diffusion_3d.py +177 -152
  57. warp/examples/fem/example_diffusion_mgpu.py +221 -214
  58. warp/examples/fem/example_mixed_elasticity.py +244 -222
  59. warp/examples/fem/example_navier_stokes.py +259 -243
  60. warp/examples/fem/example_stokes.py +220 -192
  61. warp/examples/fem/example_stokes_transfer.py +265 -249
  62. warp/examples/fem/mesh_utils.py +133 -109
  63. warp/examples/fem/plot_utils.py +292 -287
  64. warp/examples/optim/example_bounce.py +260 -248
  65. warp/examples/optim/example_cloth_throw.py +222 -210
  66. warp/examples/optim/example_diffray.py +566 -535
  67. warp/examples/optim/example_drone.py +864 -835
  68. warp/examples/optim/example_inverse_kinematics.py +176 -169
  69. warp/examples/optim/example_inverse_kinematics_torch.py +185 -170
  70. warp/examples/optim/example_spring_cage.py +239 -234
  71. warp/examples/optim/example_trajectory.py +223 -201
  72. warp/examples/optim/example_walker.py +306 -292
  73. warp/examples/sim/example_cartpole.py +139 -128
  74. warp/examples/sim/example_cloth.py +196 -184
  75. warp/examples/sim/example_granular.py +124 -113
  76. warp/examples/sim/example_granular_collision_sdf.py +197 -185
  77. warp/examples/sim/example_jacobian_ik.py +236 -213
  78. warp/examples/sim/example_particle_chain.py +118 -106
  79. warp/examples/sim/example_quadruped.py +193 -179
  80. warp/examples/sim/example_rigid_chain.py +197 -189
  81. warp/examples/sim/example_rigid_contact.py +189 -176
  82. warp/examples/sim/example_rigid_force.py +127 -126
  83. warp/examples/sim/example_rigid_gyroscopic.py +109 -97
  84. warp/examples/sim/example_rigid_soft_contact.py +134 -124
  85. warp/examples/sim/example_soft_body.py +190 -178
  86. warp/fabric.py +337 -335
  87. warp/fem/__init__.py +60 -27
  88. warp/fem/cache.py +401 -388
  89. warp/fem/dirichlet.py +178 -179
  90. warp/fem/domain.py +262 -263
  91. warp/fem/field/__init__.py +100 -101
  92. warp/fem/field/field.py +148 -149
  93. warp/fem/field/nodal_field.py +298 -299
  94. warp/fem/field/restriction.py +22 -21
  95. warp/fem/field/test.py +180 -181
  96. warp/fem/field/trial.py +183 -183
  97. warp/fem/geometry/__init__.py +15 -19
  98. warp/fem/geometry/closest_point.py +69 -70
  99. warp/fem/geometry/deformed_geometry.py +270 -271
  100. warp/fem/geometry/element.py +744 -744
  101. warp/fem/geometry/geometry.py +184 -186
  102. warp/fem/geometry/grid_2d.py +380 -373
  103. warp/fem/geometry/grid_3d.py +441 -435
  104. warp/fem/geometry/hexmesh.py +953 -953
  105. warp/fem/geometry/partition.py +374 -376
  106. warp/fem/geometry/quadmesh_2d.py +532 -532
  107. warp/fem/geometry/tetmesh.py +840 -840
  108. warp/fem/geometry/trimesh_2d.py +577 -577
  109. warp/fem/integrate.py +1630 -1615
  110. warp/fem/operator.py +190 -191
  111. warp/fem/polynomial.py +214 -213
  112. warp/fem/quadrature/__init__.py +2 -2
  113. warp/fem/quadrature/pic_quadrature.py +243 -245
  114. warp/fem/quadrature/quadrature.py +295 -294
  115. warp/fem/space/__init__.py +294 -292
  116. warp/fem/space/basis_space.py +488 -489
  117. warp/fem/space/collocated_function_space.py +100 -105
  118. warp/fem/space/dof_mapper.py +236 -236
  119. warp/fem/space/function_space.py +148 -145
  120. warp/fem/space/grid_2d_function_space.py +267 -267
  121. warp/fem/space/grid_3d_function_space.py +305 -306
  122. warp/fem/space/hexmesh_function_space.py +350 -352
  123. warp/fem/space/partition.py +350 -350
  124. warp/fem/space/quadmesh_2d_function_space.py +368 -369
  125. warp/fem/space/restriction.py +158 -160
  126. warp/fem/space/shape/__init__.py +13 -15
  127. warp/fem/space/shape/cube_shape_function.py +738 -738
  128. warp/fem/space/shape/shape_function.py +102 -103
  129. warp/fem/space/shape/square_shape_function.py +611 -611
  130. warp/fem/space/shape/tet_shape_function.py +565 -567
  131. warp/fem/space/shape/triangle_shape_function.py +429 -429
  132. warp/fem/space/tetmesh_function_space.py +294 -292
  133. warp/fem/space/topology.py +297 -295
  134. warp/fem/space/trimesh_2d_function_space.py +223 -221
  135. warp/fem/types.py +77 -77
  136. warp/fem/utils.py +495 -495
  137. warp/jax.py +166 -141
  138. warp/jax_experimental.py +341 -339
  139. warp/native/array.h +1072 -1025
  140. warp/native/builtin.h +1560 -1560
  141. warp/native/bvh.cpp +398 -398
  142. warp/native/bvh.cu +525 -525
  143. warp/native/bvh.h +429 -429
  144. warp/native/clang/clang.cpp +495 -464
  145. warp/native/crt.cpp +31 -31
  146. warp/native/crt.h +334 -334
  147. warp/native/cuda_crt.h +1049 -1049
  148. warp/native/cuda_util.cpp +549 -540
  149. warp/native/cuda_util.h +288 -203
  150. warp/native/cutlass_gemm.cpp +34 -34
  151. warp/native/cutlass_gemm.cu +372 -372
  152. warp/native/error.cpp +66 -66
  153. warp/native/error.h +27 -27
  154. warp/native/fabric.h +228 -228
  155. warp/native/hashgrid.cpp +301 -278
  156. warp/native/hashgrid.cu +78 -77
  157. warp/native/hashgrid.h +227 -227
  158. warp/native/initializer_array.h +32 -32
  159. warp/native/intersect.h +1204 -1204
  160. warp/native/intersect_adj.h +365 -365
  161. warp/native/intersect_tri.h +322 -322
  162. warp/native/marching.cpp +2 -2
  163. warp/native/marching.cu +497 -497
  164. warp/native/marching.h +2 -2
  165. warp/native/mat.h +1498 -1498
  166. warp/native/matnn.h +333 -333
  167. warp/native/mesh.cpp +203 -203
  168. warp/native/mesh.cu +293 -293
  169. warp/native/mesh.h +1887 -1887
  170. warp/native/nanovdb/NanoVDB.h +4782 -4782
  171. warp/native/nanovdb/PNanoVDB.h +2553 -2553
  172. warp/native/nanovdb/PNanoVDBWrite.h +294 -294
  173. warp/native/noise.h +850 -850
  174. warp/native/quat.h +1084 -1084
  175. warp/native/rand.h +299 -299
  176. warp/native/range.h +108 -108
  177. warp/native/reduce.cpp +156 -156
  178. warp/native/reduce.cu +348 -348
  179. warp/native/runlength_encode.cpp +61 -61
  180. warp/native/runlength_encode.cu +46 -46
  181. warp/native/scan.cpp +30 -30
  182. warp/native/scan.cu +36 -36
  183. warp/native/scan.h +7 -7
  184. warp/native/solid_angle.h +442 -442
  185. warp/native/sort.cpp +94 -94
  186. warp/native/sort.cu +97 -97
  187. warp/native/sort.h +14 -14
  188. warp/native/sparse.cpp +337 -337
  189. warp/native/sparse.cu +544 -544
  190. warp/native/spatial.h +630 -630
  191. warp/native/svd.h +562 -562
  192. warp/native/temp_buffer.h +30 -30
  193. warp/native/vec.h +1132 -1132
  194. warp/native/volume.cpp +297 -297
  195. warp/native/volume.cu +32 -32
  196. warp/native/volume.h +538 -538
  197. warp/native/volume_builder.cu +425 -425
  198. warp/native/volume_builder.h +19 -19
  199. warp/native/warp.cpp +1057 -1052
  200. warp/native/warp.cu +2943 -2828
  201. warp/native/warp.h +313 -305
  202. warp/optim/__init__.py +9 -9
  203. warp/optim/adam.py +120 -120
  204. warp/optim/linear.py +1104 -939
  205. warp/optim/sgd.py +104 -92
  206. warp/render/__init__.py +10 -10
  207. warp/render/render_opengl.py +3217 -3204
  208. warp/render/render_usd.py +768 -749
  209. warp/render/utils.py +152 -150
  210. warp/sim/__init__.py +52 -59
  211. warp/sim/articulation.py +685 -685
  212. warp/sim/collide.py +1594 -1590
  213. warp/sim/import_mjcf.py +489 -481
  214. warp/sim/import_snu.py +220 -221
  215. warp/sim/import_urdf.py +536 -516
  216. warp/sim/import_usd.py +887 -881
  217. warp/sim/inertia.py +316 -317
  218. warp/sim/integrator.py +234 -233
  219. warp/sim/integrator_euler.py +1956 -1956
  220. warp/sim/integrator_featherstone.py +1910 -1991
  221. warp/sim/integrator_xpbd.py +3294 -3312
  222. warp/sim/model.py +4473 -4314
  223. warp/sim/particles.py +113 -112
  224. warp/sim/render.py +417 -403
  225. warp/sim/utils.py +413 -410
  226. warp/sparse.py +1227 -1227
  227. warp/stubs.py +2109 -2469
  228. warp/tape.py +1162 -225
  229. warp/tests/__init__.py +1 -1
  230. warp/tests/__main__.py +4 -4
  231. warp/tests/assets/torus.usda +105 -105
  232. warp/tests/aux_test_class_kernel.py +26 -26
  233. warp/tests/aux_test_compile_consts_dummy.py +10 -10
  234. warp/tests/aux_test_conditional_unequal_types_kernels.py +21 -21
  235. warp/tests/aux_test_dependent.py +22 -22
  236. warp/tests/aux_test_grad_customs.py +23 -23
  237. warp/tests/aux_test_reference.py +11 -11
  238. warp/tests/aux_test_reference_reference.py +10 -10
  239. warp/tests/aux_test_square.py +17 -17
  240. warp/tests/aux_test_unresolved_func.py +14 -14
  241. warp/tests/aux_test_unresolved_symbol.py +14 -14
  242. warp/tests/disabled_kinematics.py +239 -239
  243. warp/tests/run_coverage_serial.py +31 -31
  244. warp/tests/test_adam.py +157 -157
  245. warp/tests/test_arithmetic.py +1124 -1124
  246. warp/tests/test_array.py +2417 -2326
  247. warp/tests/test_array_reduce.py +150 -150
  248. warp/tests/test_async.py +668 -656
  249. warp/tests/test_atomic.py +141 -141
  250. warp/tests/test_bool.py +204 -149
  251. warp/tests/test_builtins_resolution.py +1292 -1292
  252. warp/tests/test_bvh.py +164 -171
  253. warp/tests/test_closest_point_edge_edge.py +228 -228
  254. warp/tests/test_codegen.py +566 -553
  255. warp/tests/test_compile_consts.py +97 -101
  256. warp/tests/test_conditional.py +246 -246
  257. warp/tests/test_copy.py +232 -215
  258. warp/tests/test_ctypes.py +632 -632
  259. warp/tests/test_dense.py +67 -67
  260. warp/tests/test_devices.py +91 -98
  261. warp/tests/test_dlpack.py +530 -529
  262. warp/tests/test_examples.py +400 -378
  263. warp/tests/test_fabricarray.py +955 -955
  264. warp/tests/test_fast_math.py +62 -54
  265. warp/tests/test_fem.py +1277 -1278
  266. warp/tests/test_fp16.py +130 -130
  267. warp/tests/test_func.py +338 -337
  268. warp/tests/test_generics.py +571 -571
  269. warp/tests/test_grad.py +746 -640
  270. warp/tests/test_grad_customs.py +333 -336
  271. warp/tests/test_hash_grid.py +210 -164
  272. warp/tests/test_import.py +39 -39
  273. warp/tests/test_indexedarray.py +1134 -1134
  274. warp/tests/test_intersect.py +67 -67
  275. warp/tests/test_jax.py +307 -307
  276. warp/tests/test_large.py +167 -164
  277. warp/tests/test_launch.py +354 -354
  278. warp/tests/test_lerp.py +261 -261
  279. warp/tests/test_linear_solvers.py +191 -171
  280. warp/tests/test_lvalue.py +421 -493
  281. warp/tests/test_marching_cubes.py +65 -65
  282. warp/tests/test_mat.py +1801 -1827
  283. warp/tests/test_mat_lite.py +115 -115
  284. warp/tests/test_mat_scalar_ops.py +2907 -2889
  285. warp/tests/test_math.py +126 -193
  286. warp/tests/test_matmul.py +500 -499
  287. warp/tests/test_matmul_lite.py +410 -410
  288. warp/tests/test_mempool.py +188 -190
  289. warp/tests/test_mesh.py +284 -324
  290. warp/tests/test_mesh_query_aabb.py +228 -241
  291. warp/tests/test_mesh_query_point.py +692 -702
  292. warp/tests/test_mesh_query_ray.py +292 -303
  293. warp/tests/test_mlp.py +276 -276
  294. warp/tests/test_model.py +110 -110
  295. warp/tests/test_modules_lite.py +39 -39
  296. warp/tests/test_multigpu.py +163 -163
  297. warp/tests/test_noise.py +248 -248
  298. warp/tests/test_operators.py +250 -250
  299. warp/tests/test_options.py +123 -125
  300. warp/tests/test_peer.py +133 -137
  301. warp/tests/test_pinned.py +78 -78
  302. warp/tests/test_print.py +54 -54
  303. warp/tests/test_quat.py +2086 -2086
  304. warp/tests/test_rand.py +288 -288
  305. warp/tests/test_reload.py +217 -217
  306. warp/tests/test_rounding.py +179 -179
  307. warp/tests/test_runlength_encode.py +190 -190
  308. warp/tests/test_sim_grad.py +243 -0
  309. warp/tests/test_sim_kinematics.py +91 -97
  310. warp/tests/test_smoothstep.py +168 -168
  311. warp/tests/test_snippet.py +305 -266
  312. warp/tests/test_sparse.py +468 -460
  313. warp/tests/test_spatial.py +2148 -2148
  314. warp/tests/test_streams.py +486 -473
  315. warp/tests/test_struct.py +710 -675
  316. warp/tests/test_tape.py +173 -148
  317. warp/tests/test_torch.py +743 -743
  318. warp/tests/test_transient_module.py +87 -87
  319. warp/tests/test_types.py +556 -659
  320. warp/tests/test_utils.py +490 -499
  321. warp/tests/test_vec.py +1264 -1268
  322. warp/tests/test_vec_lite.py +73 -73
  323. warp/tests/test_vec_scalar_ops.py +2099 -2099
  324. warp/tests/test_verify_fp.py +94 -94
  325. warp/tests/test_volume.py +737 -736
  326. warp/tests/test_volume_write.py +255 -265
  327. warp/tests/unittest_serial.py +37 -37
  328. warp/tests/unittest_suites.py +363 -359
  329. warp/tests/unittest_utils.py +603 -578
  330. warp/tests/unused_test_misc.py +71 -71
  331. warp/tests/walkthrough_debug.py +85 -85
  332. warp/thirdparty/appdirs.py +598 -598
  333. warp/thirdparty/dlpack.py +143 -143
  334. warp/thirdparty/unittest_parallel.py +566 -561
  335. warp/torch.py +321 -295
  336. warp/types.py +4504 -4450
  337. warp/utils.py +1008 -821
  338. {warp_lang-1.0.1.dist-info → warp_lang-1.1.0.dist-info}/LICENSE.md +126 -126
  339. {warp_lang-1.0.1.dist-info → warp_lang-1.1.0.dist-info}/METADATA +338 -400
  340. warp_lang-1.1.0.dist-info/RECORD +352 -0
  341. warp/examples/assets/cube.usda +0 -42
  342. warp/examples/assets/sphere.usda +0 -56
  343. warp/examples/assets/torus.usda +0 -105
  344. warp_lang-1.0.1.dist-info/RECORD +0 -352
  345. {warp_lang-1.0.1.dist-info → warp_lang-1.1.0.dist-info}/WHEEL +0 -0
  346. {warp_lang-1.0.1.dist-info → warp_lang-1.1.0.dist-info}/top_level.txt +0 -0
@@ -1,535 +1,566 @@
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- # Copyright (c) 2022 NVIDIA CORPORATION. All rights reserved.
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- # NVIDIA CORPORATION and its licensors retain all intellectual property
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- # and proprietary rights in and to this software, related documentation
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- # and any modifications thereto. Any use, reproduction, disclosure or
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- # distribution of this software and related documentation without an express
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- # license agreement from NVIDIA CORPORATION is strictly prohibited.
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-
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- #############################################################################
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- # Example Differentiable Ray Caster
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- #
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- # Shows how to use the built-in wp.Mesh data structure and wp.mesh_query_ray()
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- # function to implement a basic differentiable ray caster
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- #
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- ##############################################################################
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-
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- import math
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- import os
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-
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- import numpy as np
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- from pxr import Usd, UsdGeom
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-
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- import warp as wp
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- from warp.optim import SGD
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-
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- wp.init()
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-
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-
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- class RenderMode:
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- """Rendering modes
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- grayscale: Lambertian shading from multiple directional lights
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- texture: 2D texture map
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- normal_map: mesh normal computed from interpolated vertex normals
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- """
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-
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- grayscale = 0
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- texture = 1
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- normal_map = 2
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-
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-
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- @wp.struct
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- class RenderMesh:
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- """Mesh to be ray casted.
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- Assumes a triangle mesh as input.
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- Per-vertex normals are computed with compute_vertex_normals()
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- """
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-
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- id: wp.uint64
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- vertices: wp.array(dtype=wp.vec3)
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- indices: wp.array(dtype=int)
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- tex_coords: wp.array(dtype=wp.vec2)
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- tex_indices: wp.array(dtype=int)
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- vertex_normals: wp.array(dtype=wp.vec3)
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- pos: wp.array(dtype=wp.vec3)
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- rot: wp.array(dtype=wp.quat)
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-
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-
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- @wp.struct
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- class Camera:
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- """Basic camera for ray casting"""
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-
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- horizontal: float
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- vertical: float
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- aspect: float
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- e: float
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- tan: float
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- pos: wp.vec3
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- rot: wp.quat
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-
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-
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- @wp.struct
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- class DirectionalLights:
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- """Stores arrays of directional light directions and intensities."""
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-
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- dirs: wp.array(dtype=wp.vec3)
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- intensities: wp.array(dtype=float)
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- num_lights: int
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-
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-
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- @wp.kernel
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- def vertex_normal_sum_kernel(
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- verts: wp.array(dtype=wp.vec3), indices: wp.array(dtype=int), normal_sums: wp.array(dtype=wp.vec3)
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- ):
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- tid = wp.tid()
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-
85
- i = indices[tid * 3]
86
- j = indices[tid * 3 + 1]
87
- k = indices[tid * 3 + 2]
88
-
89
- a = verts[i]
90
- b = verts[j]
91
- c = verts[k]
92
-
93
- ab = b - a
94
- ac = c - a
95
-
96
- area_normal = wp.cross(ab, ac)
97
- wp.atomic_add(normal_sums, i, area_normal)
98
- wp.atomic_add(normal_sums, j, area_normal)
99
- wp.atomic_add(normal_sums, k, area_normal)
100
-
101
-
102
- @wp.kernel
103
- def normalize_kernel(
104
- normal_sums: wp.array(dtype=wp.vec3),
105
- vertex_normals: wp.array(dtype=wp.vec3),
106
- ):
107
- tid = wp.tid()
108
- vertex_normals[tid] = wp.normalize(normal_sums[tid])
109
-
110
-
111
- @wp.func
112
- def texture_interpolation(tex_interp: wp.vec2, texture: wp.array2d(dtype=wp.vec3)):
113
- tex_width = texture.shape[1]
114
- tex_height = texture.shape[0]
115
- tex = wp.vec2(tex_interp[0] * float(tex_width - 1), (1.0 - tex_interp[1]) * float(tex_height - 1))
116
-
117
- x0 = int(tex[0])
118
- x1 = x0 + 1
119
- alpha_x = tex[0] - float(x0)
120
- y0 = int(tex[1])
121
- y1 = y0 + 1
122
- alpha_y = tex[1] - float(y0)
123
- c00 = texture[y0, x0]
124
- c10 = texture[y0, x1]
125
- c01 = texture[y1, x0]
126
- c11 = texture[y1, x1]
127
- lower = (1.0 - alpha_x) * c00 + alpha_x * c10
128
- upper = (1.0 - alpha_x) * c01 + alpha_x * c11
129
- color = (1.0 - alpha_y) * lower + alpha_y * upper
130
-
131
- return color
132
-
133
-
134
- @wp.kernel
135
- def draw_kernel(
136
- mesh: RenderMesh,
137
- camera: Camera,
138
- texture: wp.array2d(dtype=wp.vec3),
139
- rays_width: int,
140
- rays_height: int,
141
- rays: wp.array(dtype=wp.vec3),
142
- lights: DirectionalLights,
143
- mode: int,
144
- ):
145
- tid = wp.tid()
146
-
147
- x = tid % rays_width
148
- y = rays_height - tid // rays_width
149
-
150
- sx = 2.0 * float(x) / float(rays_width) - 1.0
151
- sy = 2.0 * float(y) / float(rays_height) - 1.0
152
-
153
- # compute view ray in world space
154
- ro_world = camera.pos
155
- rd_world = wp.normalize(wp.quat_rotate(camera.rot, wp.vec3(sx * camera.tan * camera.aspect, sy * camera.tan, -1.0)))
156
-
157
- # compute view ray in mesh space
158
- inv = wp.transform_inverse(wp.transform(mesh.pos[0], mesh.rot[0]))
159
- ro = wp.transform_point(inv, ro_world)
160
- rd = wp.transform_vector(inv, rd_world)
161
-
162
- color = wp.vec3(0.0, 0.0, 0.0)
163
-
164
- query = wp.mesh_query_ray(mesh.id, ro, rd, 1.0e6)
165
- if query.result:
166
- i = mesh.indices[query.face * 3]
167
- j = mesh.indices[query.face * 3 + 1]
168
- k = mesh.indices[query.face * 3 + 2]
169
-
170
- a = mesh.vertices[i]
171
- b = mesh.vertices[j]
172
- c = mesh.vertices[k]
173
-
174
- p = wp.mesh_eval_position(mesh.id, query.face, query.u, query.v)
175
-
176
- # barycentric coordinates
177
- tri_area = wp.length(wp.cross(b - a, c - a))
178
- w = wp.length(wp.cross(b - a, p - a)) / tri_area
179
- v = wp.length(wp.cross(p - a, c - a)) / tri_area
180
- u = 1.0 - w - v
181
-
182
- a_n = mesh.vertex_normals[i]
183
- b_n = mesh.vertex_normals[j]
184
- c_n = mesh.vertex_normals[k]
185
-
186
- # vertex normal interpolation
187
- normal = u * a_n + v * b_n + w * c_n
188
-
189
- if mode == 0 or mode == 1:
190
- if mode == 0: # grayscale
191
- color = wp.vec3(1.0)
192
-
193
- elif mode == 1: # texture interpolation
194
- tex_a = mesh.tex_coords[mesh.tex_indices[query.face * 3]]
195
- tex_b = mesh.tex_coords[mesh.tex_indices[query.face * 3 + 1]]
196
- tex_c = mesh.tex_coords[mesh.tex_indices[query.face * 3 + 2]]
197
-
198
- tex = u * tex_a + v * tex_b + w * tex_c
199
-
200
- color = texture_interpolation(tex, texture)
201
-
202
- # lambertian directional lighting
203
- lambert = float(0.0)
204
- for i in range(lights.num_lights):
205
- dir = wp.transform_vector(inv, lights.dirs[i])
206
- val = lights.intensities[i] * wp.dot(normal, dir)
207
- if val < 0.0:
208
- val = 0.0
209
- lambert = lambert + val
210
-
211
- color = lambert * color
212
-
213
- elif mode == 2: # normal map
214
- color = normal * 0.5 + wp.vec3(0.5, 0.5, 0.5)
215
-
216
- if color[0] > 1.0:
217
- color = wp.vec3(1.0, color[1], color[2])
218
- if color[1] > 1.0:
219
- color = wp.vec3(color[0], 1.0, color[2])
220
- if color[2] > 1.0:
221
- color = wp.vec3(color[0], color[1], 1.0)
222
-
223
- rays[tid] = color
224
-
225
-
226
- @wp.kernel
227
- def downsample_kernel(
228
- rays: wp.array(dtype=wp.vec3), pixels: wp.array(dtype=wp.vec3), rays_width: int, num_samples: int
229
- ):
230
- tid = wp.tid()
231
-
232
- pixels_width = rays_width / num_samples
233
- px = tid % pixels_width
234
- py = tid // pixels_width
235
- start_idx = py * num_samples * rays_width + px * num_samples
236
-
237
- color = wp.vec3(0.0, 0.0, 0.0)
238
-
239
- for i in range(0, num_samples):
240
- for j in range(0, num_samples):
241
- ray = rays[start_idx + i * rays_width + j]
242
- color = wp.vec3(color[0] + ray[0], color[1] + ray[1], color[2] + ray[2])
243
-
244
- num_samples_sq = float(num_samples * num_samples)
245
- color = wp.vec3(color[0] / num_samples_sq, color[1] / num_samples_sq, color[2] / num_samples_sq)
246
- pixels[tid] = color
247
-
248
-
249
- @wp.kernel
250
- def loss_kernel(pixels: wp.array(dtype=wp.vec3), target_pixels: wp.array(dtype=wp.vec3), loss: wp.array(dtype=float)):
251
- tid = wp.tid()
252
-
253
- pixel = pixels[tid]
254
- target_pixel = target_pixels[tid]
255
-
256
- diff = target_pixel - pixel
257
-
258
- # pseudo Huber loss
259
- delta = 1.0
260
- x = delta * delta * (wp.sqrt(1.0 + (diff[0] / delta) * (diff[0] / delta)) - 1.0)
261
- y = delta * delta * (wp.sqrt(1.0 + (diff[1] / delta) * (diff[1] / delta)) - 1.0)
262
- z = delta * delta * (wp.sqrt(1.0 + (diff[2] / delta) * (diff[2] / delta)) - 1.0)
263
- sum = x + y + z
264
-
265
- wp.atomic_add(loss, 0, sum)
266
-
267
-
268
- @wp.kernel
269
- def normalize(x: wp.array(dtype=wp.quat)):
270
- tid = wp.tid()
271
-
272
- x[tid] = wp.normalize(x[tid])
273
-
274
-
275
- class Example:
276
- """
277
- Non-differentiable variables:
278
- camera.horizontal: camera horizontal aperture size
279
- camera.vertical: camera vertical aperture size
280
- camera.aspect: camera aspect ratio
281
- camera.e: focal length
282
- camera.pos: camera displacement
283
- camera.rot: camera rotation (quaternion)
284
- pix_width: final image width in pixels
285
- pix_height: final image height in pixels
286
- num_samples: anti-aliasing. calculated as pow(2, num_samples)
287
- directional_lights: characterized by intensity (scalar) and direction (vec3)
288
- render_mesh.indices: mesh vertex indices
289
- render_mesh.tex_indices: texture indices
290
-
291
- Differentiable variables:
292
- render_mesh.pos: parent transform displacement
293
- render_mesh.quat: parent transform rotation (quaternion)
294
- render_mesh.vertices: mesh vertex positions
295
- render_mesh.vertex_normals: mesh vertex normals
296
- render_mesh.tex_coords: 2D texture coordinates
297
- """
298
-
299
- def __init__(self, stage=None, rot_array=[0.0, 0.0, 0.0, 1.0], verbose=False):
300
- self.verbose = verbose
301
- cam_pos = wp.vec3(0.0, 0.75, 7.0)
302
- cam_rot = wp.quat(0.0, 0.0, 0.0, 1.0)
303
- horizontal_aperture = 36.0
304
- vertical_aperture = 20.25
305
- aspect = horizontal_aperture / vertical_aperture
306
- focal_length = 50.0
307
- self.height = 1024
308
- self.width = int(aspect * self.height)
309
- self.num_pixels = self.width * self.height
310
-
311
- asset_stage = Usd.Stage.Open(os.path.join(os.path.dirname(__file__), "../assets/bunny.usd"))
312
- mesh_geom = UsdGeom.Mesh(asset_stage.GetPrimAtPath("/bunny/bunny"))
313
-
314
- points = np.array(mesh_geom.GetPointsAttr().Get())
315
- indices = np.array(mesh_geom.GetFaceVertexIndicesAttr().Get())
316
- num_points = points.shape[0]
317
- num_faces = int(indices.shape[0] / 3)
318
-
319
- # manufacture texture coordinates + indices for this asset
320
- distance = np.linalg.norm(points, axis=1)
321
- radius = np.max(distance)
322
- distance = distance / radius
323
- tex_coords = np.stack((distance, distance), axis=1)
324
- tex_indices = indices
325
-
326
- # manufacture texture for this asset
327
- x = np.arange(256.0)
328
- xx, yy = np.meshgrid(x, x)
329
- zz = np.zeros_like(xx)
330
- texture_host = np.stack((xx, yy, zz), axis=2) / 255.0
331
-
332
- # set anti-aliasing
333
- self.num_samples = 1
334
-
335
- # set render mode
336
- self.render_mode = RenderMode.texture
337
-
338
- # set training iterations
339
- self.train_rate = 3.0e-8
340
- self.train_rate = 5.00e-8
341
- self.momentum = 0.5
342
- self.dampening = 0.1
343
- self.weight_decay = 0.0
344
- self.train_iters = 150
345
- self.period = 10
346
- self.iter = 0
347
-
348
- # storage for training animation
349
- self.images = np.zeros((self.height, self.width, 3, int(self.train_iters / self.period)))
350
- self.image_counter = 0
351
-
352
- # construct RenderMesh
353
- self.render_mesh = RenderMesh()
354
- self.mesh = wp.Mesh(
355
- points=wp.array(points, dtype=wp.vec3, requires_grad=True), indices=wp.array(indices, dtype=int)
356
- )
357
- self.render_mesh.id = self.mesh.id
358
- self.render_mesh.vertices = self.mesh.points
359
- self.render_mesh.indices = self.mesh.indices
360
- self.render_mesh.tex_coords = wp.array(tex_coords, dtype=wp.vec2, requires_grad=True)
361
- self.render_mesh.tex_indices = wp.array(tex_indices, dtype=int)
362
- self.normal_sums = wp.zeros(num_points, dtype=wp.vec3, requires_grad=True)
363
- self.render_mesh.vertex_normals = wp.zeros(num_points, dtype=wp.vec3, requires_grad=True)
364
- self.render_mesh.pos = wp.zeros(1, dtype=wp.vec3, requires_grad=True)
365
- self.render_mesh.rot = wp.array(np.array(rot_array), dtype=wp.quat, requires_grad=True)
366
-
367
- # compute vertex normals
368
- wp.launch(
369
- kernel=vertex_normal_sum_kernel,
370
- dim=num_faces,
371
- inputs=[self.render_mesh.vertices, self.render_mesh.indices, self.normal_sums],
372
- )
373
- wp.launch(
374
- kernel=normalize_kernel,
375
- dim=num_points,
376
- inputs=[self.normal_sums, self.render_mesh.vertex_normals],
377
- )
378
-
379
- # construct camera
380
- self.camera = Camera()
381
- self.camera.horizontal = horizontal_aperture
382
- self.camera.vertical = vertical_aperture
383
- self.camera.aspect = aspect
384
- self.camera.e = focal_length
385
- self.camera.tan = vertical_aperture / (2.0 * focal_length)
386
- self.camera.pos = cam_pos
387
- self.camera.rot = cam_rot
388
-
389
- # construct texture
390
- self.texture = wp.array2d(texture_host, dtype=wp.vec3, requires_grad=True)
391
-
392
- # construct lights
393
- self.lights = DirectionalLights()
394
- self.lights.dirs = wp.array(np.array([[1.0, 0.0, 0.0], [0.0, 0.0, 1.0]]), dtype=wp.vec3, requires_grad=True)
395
- self.lights.intensities = wp.array(np.array([2.0, 0.2]), dtype=float, requires_grad=True)
396
- self.lights.num_lights = 2
397
-
398
- # construct rays
399
- self.rays_width = self.width * pow(2, self.num_samples)
400
- self.rays_height = self.height * pow(2, self.num_samples)
401
- self.num_rays = self.rays_width * self.rays_height
402
- self.rays = wp.zeros(self.num_rays, dtype=wp.vec3, requires_grad=True)
403
-
404
- # construct pixels
405
- self.pixels = wp.zeros(self.num_pixels, dtype=wp.vec3, requires_grad=True)
406
- self.target_pixels = wp.zeros(self.num_pixels, dtype=wp.vec3)
407
-
408
- # loss array
409
- self.loss = wp.zeros(1, dtype=float, requires_grad=True)
410
-
411
- # capture graph
412
- self.use_graph = wp.get_device().is_cuda
413
- if self.use_graph:
414
- with wp.ScopedCapture() as capture:
415
- self.tape = wp.Tape()
416
- with self.tape:
417
- self.forward()
418
- self.tape.backward(self.loss)
419
- self.graph = capture.graph
420
-
421
- self.optimizer = SGD(
422
- [self.render_mesh.rot],
423
- self.train_rate,
424
- momentum=self.momentum,
425
- dampening=self.dampening,
426
- weight_decay=self.weight_decay,
427
- )
428
-
429
- def ray_cast(self):
430
- # raycast
431
- wp.launch(
432
- kernel=draw_kernel,
433
- dim=self.num_rays,
434
- inputs=[
435
- self.render_mesh,
436
- self.camera,
437
- self.texture,
438
- self.rays_width,
439
- self.rays_height,
440
- self.rays,
441
- self.lights,
442
- self.render_mode,
443
- ],
444
- )
445
-
446
- # downsample
447
- wp.launch(
448
- kernel=downsample_kernel,
449
- dim=self.num_pixels,
450
- inputs=[self.rays, self.pixels, self.rays_width, pow(2, self.num_samples)],
451
- )
452
-
453
- def forward(self):
454
- self.ray_cast()
455
-
456
- # compute pixel loss
457
- wp.launch(loss_kernel, dim=self.num_pixels, inputs=[self.pixels, self.target_pixels, self.loss])
458
-
459
- def step(self):
460
- if self.use_graph:
461
- wp.capture_launch(self.graph)
462
- else:
463
- self.tape = wp.Tape()
464
- with self.tape:
465
- self.forward()
466
- self.tape.backward(self.loss)
467
-
468
- rot_grad = self.tape.gradients[self.render_mesh.rot]
469
- self.optimizer.step([rot_grad])
470
- wp.launch(normalize, dim=1, inputs=[self.render_mesh.rot])
471
-
472
- if self.verbose and self.iter % self.period == 0:
473
- print(f"Iter: {self.iter} Loss: {self.loss}")
474
-
475
- self.tape.zero()
476
- self.loss.zero_()
477
-
478
- self.iter = self.iter + 1
479
-
480
- def render(self):
481
- self.images[:, :, :, self.image_counter] = self.get_image()
482
- self.image_counter += 1
483
-
484
- def get_image(self):
485
- return self.pixels.numpy().reshape((self.height, self.width, 3))
486
-
487
- def get_animation(self):
488
- fig, ax = plt.subplots()
489
- plt.axis("off")
490
- plt.subplots_adjust(top=1, bottom=0, right=1, left=0, hspace=0, wspace=0)
491
- plt.margins(0, 0)
492
-
493
- frames = []
494
- for i in range(self.images.shape[3]):
495
- frame = ax.imshow(self.images[:, :, :, i], animated=True)
496
- frames.append([frame])
497
-
498
- ani = animation.ArtistAnimation(fig, frames, interval=50, blit=True, repeat_delay=1000)
499
- return ani
500
-
501
-
502
- if __name__ == "__main__":
503
- import matplotlib.animation as animation
504
- import matplotlib.image as img
505
- import matplotlib.pyplot as plt
506
-
507
- output_dir = os.path.dirname(__file__)
508
-
509
- reference_example = Example()
510
-
511
- # render target rotation
512
- reference_example.ray_cast()
513
- target_image = reference_example.get_image()
514
- img.imsave(output_dir + "/example_diffray_target_image.png", target_image)
515
-
516
- # offset mesh rotation
517
- example = Example(
518
- rot_array=[0.0, (math.sqrt(3) - 1) / (2.0 * math.sqrt(2.0)), 0.0, (math.sqrt(3) + 1) / (2.0 * math.sqrt(2.0))],
519
- verbose=True,
520
- )
521
-
522
- wp.copy(example.target_pixels, reference_example.pixels)
523
-
524
- # recover target rotation
525
- for i in range(example.train_iters):
526
- example.step()
527
-
528
- if i % example.period == 0:
529
- example.render()
530
-
531
- final_image = example.get_image()
532
- img.imsave(output_dir + "/example_diffray_final_image.png", final_image)
533
-
534
- video = example.get_animation()
535
- video.save(output_dir + "/example_diffray_animation.gif", dpi=300, writer=animation.PillowWriter(fps=5))
1
+ # Copyright (c) 2022 NVIDIA CORPORATION. All rights reserved.
2
+ # NVIDIA CORPORATION and its licensors retain all intellectual property
3
+ # and proprietary rights in and to this software, related documentation
4
+ # and any modifications thereto. Any use, reproduction, disclosure or
5
+ # distribution of this software and related documentation without an express
6
+ # license agreement from NVIDIA CORPORATION is strictly prohibited.
7
+
8
+ #############################################################################
9
+ # Example Differentiable Ray Caster
10
+ #
11
+ # Shows how to use the built-in wp.Mesh data structure and wp.mesh_query_ray()
12
+ # function to implement a basic differentiable ray caster
13
+ #
14
+ ##############################################################################
15
+
16
+ import math
17
+ import os
18
+
19
+ import numpy as np
20
+ from pxr import Usd, UsdGeom
21
+
22
+ import warp as wp
23
+ import warp.examples
24
+ from warp.optim import SGD
25
+
26
+ wp.init()
27
+
28
+
29
+ class RenderMode:
30
+ """Rendering modes
31
+ grayscale: Lambertian shading from multiple directional lights
32
+ texture: 2D texture map
33
+ normal_map: mesh normal computed from interpolated vertex normals
34
+ """
35
+
36
+ grayscale = 0
37
+ texture = 1
38
+ normal_map = 2
39
+
40
+
41
+ @wp.struct
42
+ class RenderMesh:
43
+ """Mesh to be ray casted.
44
+ Assumes a triangle mesh as input.
45
+ Per-vertex normals are computed with compute_vertex_normals()
46
+ """
47
+
48
+ id: wp.uint64
49
+ vertices: wp.array(dtype=wp.vec3)
50
+ indices: wp.array(dtype=int)
51
+ tex_coords: wp.array(dtype=wp.vec2)
52
+ tex_indices: wp.array(dtype=int)
53
+ vertex_normals: wp.array(dtype=wp.vec3)
54
+ pos: wp.array(dtype=wp.vec3)
55
+ rot: wp.array(dtype=wp.quat)
56
+
57
+
58
+ @wp.struct
59
+ class Camera:
60
+ """Basic camera for ray casting"""
61
+
62
+ horizontal: float
63
+ vertical: float
64
+ aspect: float
65
+ e: float
66
+ tan: float
67
+ pos: wp.vec3
68
+ rot: wp.quat
69
+
70
+
71
+ @wp.struct
72
+ class DirectionalLights:
73
+ """Stores arrays of directional light directions and intensities."""
74
+
75
+ dirs: wp.array(dtype=wp.vec3)
76
+ intensities: wp.array(dtype=float)
77
+ num_lights: int
78
+
79
+
80
+ @wp.kernel
81
+ def vertex_normal_sum_kernel(
82
+ verts: wp.array(dtype=wp.vec3), indices: wp.array(dtype=int), normal_sums: wp.array(dtype=wp.vec3)
83
+ ):
84
+ tid = wp.tid()
85
+
86
+ i = indices[tid * 3]
87
+ j = indices[tid * 3 + 1]
88
+ k = indices[tid * 3 + 2]
89
+
90
+ a = verts[i]
91
+ b = verts[j]
92
+ c = verts[k]
93
+
94
+ ab = b - a
95
+ ac = c - a
96
+
97
+ area_normal = wp.cross(ab, ac)
98
+ wp.atomic_add(normal_sums, i, area_normal)
99
+ wp.atomic_add(normal_sums, j, area_normal)
100
+ wp.atomic_add(normal_sums, k, area_normal)
101
+
102
+
103
+ @wp.kernel
104
+ def normalize_kernel(
105
+ normal_sums: wp.array(dtype=wp.vec3),
106
+ vertex_normals: wp.array(dtype=wp.vec3),
107
+ ):
108
+ tid = wp.tid()
109
+ vertex_normals[tid] = wp.normalize(normal_sums[tid])
110
+
111
+
112
+ @wp.func
113
+ def texture_interpolation(tex_interp: wp.vec2, texture: wp.array2d(dtype=wp.vec3)):
114
+ tex_width = texture.shape[1]
115
+ tex_height = texture.shape[0]
116
+ tex = wp.vec2(tex_interp[0] * float(tex_width - 1), (1.0 - tex_interp[1]) * float(tex_height - 1))
117
+
118
+ x0 = int(tex[0])
119
+ x1 = x0 + 1
120
+ alpha_x = tex[0] - float(x0)
121
+ y0 = int(tex[1])
122
+ y1 = y0 + 1
123
+ alpha_y = tex[1] - float(y0)
124
+ c00 = texture[y0, x0]
125
+ c10 = texture[y0, x1]
126
+ c01 = texture[y1, x0]
127
+ c11 = texture[y1, x1]
128
+ lower = (1.0 - alpha_x) * c00 + alpha_x * c10
129
+ upper = (1.0 - alpha_x) * c01 + alpha_x * c11
130
+ color = (1.0 - alpha_y) * lower + alpha_y * upper
131
+
132
+ return color
133
+
134
+
135
+ @wp.kernel
136
+ def draw_kernel(
137
+ mesh: RenderMesh,
138
+ camera: Camera,
139
+ texture: wp.array2d(dtype=wp.vec3),
140
+ rays_width: int,
141
+ rays_height: int,
142
+ rays: wp.array(dtype=wp.vec3),
143
+ lights: DirectionalLights,
144
+ mode: int,
145
+ ):
146
+ tid = wp.tid()
147
+
148
+ x = tid % rays_width
149
+ y = rays_height - tid // rays_width
150
+
151
+ sx = 2.0 * float(x) / float(rays_width) - 1.0
152
+ sy = 2.0 * float(y) / float(rays_height) - 1.0
153
+
154
+ # compute view ray in world space
155
+ ro_world = camera.pos
156
+ rd_world = wp.normalize(wp.quat_rotate(camera.rot, wp.vec3(sx * camera.tan * camera.aspect, sy * camera.tan, -1.0)))
157
+
158
+ # compute view ray in mesh space
159
+ inv = wp.transform_inverse(wp.transform(mesh.pos[0], mesh.rot[0]))
160
+ ro = wp.transform_point(inv, ro_world)
161
+ rd = wp.transform_vector(inv, rd_world)
162
+
163
+ color = wp.vec3(0.0, 0.0, 0.0)
164
+
165
+ query = wp.mesh_query_ray(mesh.id, ro, rd, 1.0e6)
166
+ if query.result:
167
+ i = mesh.indices[query.face * 3]
168
+ j = mesh.indices[query.face * 3 + 1]
169
+ k = mesh.indices[query.face * 3 + 2]
170
+
171
+ a = mesh.vertices[i]
172
+ b = mesh.vertices[j]
173
+ c = mesh.vertices[k]
174
+
175
+ p = wp.mesh_eval_position(mesh.id, query.face, query.u, query.v)
176
+
177
+ # barycentric coordinates
178
+ tri_area = wp.length(wp.cross(b - a, c - a))
179
+ w = wp.length(wp.cross(b - a, p - a)) / tri_area
180
+ v = wp.length(wp.cross(p - a, c - a)) / tri_area
181
+ u = 1.0 - w - v
182
+
183
+ a_n = mesh.vertex_normals[i]
184
+ b_n = mesh.vertex_normals[j]
185
+ c_n = mesh.vertex_normals[k]
186
+
187
+ # vertex normal interpolation
188
+ normal = u * a_n + v * b_n + w * c_n
189
+
190
+ if mode == 0 or mode == 1:
191
+ if mode == 0: # grayscale
192
+ color = wp.vec3(1.0)
193
+
194
+ elif mode == 1: # texture interpolation
195
+ tex_a = mesh.tex_coords[mesh.tex_indices[query.face * 3]]
196
+ tex_b = mesh.tex_coords[mesh.tex_indices[query.face * 3 + 1]]
197
+ tex_c = mesh.tex_coords[mesh.tex_indices[query.face * 3 + 2]]
198
+
199
+ tex = u * tex_a + v * tex_b + w * tex_c
200
+
201
+ color = texture_interpolation(tex, texture)
202
+
203
+ # lambertian directional lighting
204
+ lambert = float(0.0)
205
+ for i in range(lights.num_lights):
206
+ dir = wp.transform_vector(inv, lights.dirs[i])
207
+ val = lights.intensities[i] * wp.dot(normal, dir)
208
+ if val < 0.0:
209
+ val = 0.0
210
+ lambert = lambert + val
211
+
212
+ color = lambert * color
213
+
214
+ elif mode == 2: # normal map
215
+ color = normal * 0.5 + wp.vec3(0.5, 0.5, 0.5)
216
+
217
+ if color[0] > 1.0:
218
+ color = wp.vec3(1.0, color[1], color[2])
219
+ if color[1] > 1.0:
220
+ color = wp.vec3(color[0], 1.0, color[2])
221
+ if color[2] > 1.0:
222
+ color = wp.vec3(color[0], color[1], 1.0)
223
+
224
+ rays[tid] = color
225
+
226
+
227
+ @wp.kernel
228
+ def downsample_kernel(
229
+ rays: wp.array(dtype=wp.vec3), pixels: wp.array(dtype=wp.vec3), rays_width: int, num_samples: int
230
+ ):
231
+ tid = wp.tid()
232
+
233
+ pixels_width = rays_width / num_samples
234
+ px = tid % pixels_width
235
+ py = tid // pixels_width
236
+ start_idx = py * num_samples * rays_width + px * num_samples
237
+
238
+ color = wp.vec3(0.0, 0.0, 0.0)
239
+
240
+ for i in range(0, num_samples):
241
+ for j in range(0, num_samples):
242
+ ray = rays[start_idx + i * rays_width + j]
243
+ color = wp.vec3(color[0] + ray[0], color[1] + ray[1], color[2] + ray[2])
244
+
245
+ num_samples_sq = float(num_samples * num_samples)
246
+ color = wp.vec3(color[0] / num_samples_sq, color[1] / num_samples_sq, color[2] / num_samples_sq)
247
+ pixels[tid] = color
248
+
249
+
250
+ @wp.kernel
251
+ def loss_kernel(pixels: wp.array(dtype=wp.vec3), target_pixels: wp.array(dtype=wp.vec3), loss: wp.array(dtype=float)):
252
+ tid = wp.tid()
253
+
254
+ pixel = pixels[tid]
255
+ target_pixel = target_pixels[tid]
256
+
257
+ diff = target_pixel - pixel
258
+
259
+ # pseudo Huber loss
260
+ delta = 1.0
261
+ x = delta * delta * (wp.sqrt(1.0 + (diff[0] / delta) * (diff[0] / delta)) - 1.0)
262
+ y = delta * delta * (wp.sqrt(1.0 + (diff[1] / delta) * (diff[1] / delta)) - 1.0)
263
+ z = delta * delta * (wp.sqrt(1.0 + (diff[2] / delta) * (diff[2] / delta)) - 1.0)
264
+ sum = x + y + z
265
+
266
+ wp.atomic_add(loss, 0, sum)
267
+
268
+
269
+ @wp.kernel
270
+ def normalize(x: wp.array(dtype=wp.quat)):
271
+ tid = wp.tid()
272
+
273
+ x[tid] = wp.normalize(x[tid])
274
+
275
+
276
+ class Example:
277
+ """
278
+ Non-differentiable variables:
279
+ camera.horizontal: camera horizontal aperture size
280
+ camera.vertical: camera vertical aperture size
281
+ camera.aspect: camera aspect ratio
282
+ camera.e: focal length
283
+ camera.pos: camera displacement
284
+ camera.rot: camera rotation (quaternion)
285
+ pix_width: final image width in pixels
286
+ pix_height: final image height in pixels
287
+ num_samples: anti-aliasing. calculated as pow(2, num_samples)
288
+ directional_lights: characterized by intensity (scalar) and direction (vec3)
289
+ render_mesh.indices: mesh vertex indices
290
+ render_mesh.tex_indices: texture indices
291
+
292
+ Differentiable variables:
293
+ render_mesh.pos: parent transform displacement
294
+ render_mesh.quat: parent transform rotation (quaternion)
295
+ render_mesh.vertices: mesh vertex positions
296
+ render_mesh.vertex_normals: mesh vertex normals
297
+ render_mesh.tex_coords: 2D texture coordinates
298
+ """
299
+
300
+ def __init__(self, height=1024, train_iters=150, rot_array=None):
301
+ cam_pos = wp.vec3(0.0, 0.75, 7.0)
302
+ cam_rot = wp.quat(0.0, 0.0, 0.0, 1.0)
303
+ horizontal_aperture = 36.0
304
+ vertical_aperture = 20.25
305
+ aspect = horizontal_aperture / vertical_aperture
306
+ focal_length = 50.0
307
+ self.height = height
308
+ self.width = int(aspect * self.height)
309
+ self.num_pixels = self.width * self.height
310
+
311
+ if rot_array is None:
312
+ rot_array = [0.0, 0.0, 0.0, 1.0]
313
+
314
+ asset_stage = Usd.Stage.Open(os.path.join(warp.examples.get_asset_directory(), "bunny.usd"))
315
+ mesh_geom = UsdGeom.Mesh(asset_stage.GetPrimAtPath("/root/bunny"))
316
+
317
+ points = np.array(mesh_geom.GetPointsAttr().Get())
318
+ indices = np.array(mesh_geom.GetFaceVertexIndicesAttr().Get())
319
+ num_points = points.shape[0]
320
+ num_faces = int(indices.shape[0] / 3)
321
+
322
+ # manufacture texture coordinates + indices for this asset
323
+ distance = np.linalg.norm(points, axis=1)
324
+ radius = np.max(distance)
325
+ distance = distance / radius
326
+ tex_coords = np.stack((distance, distance), axis=1)
327
+ tex_indices = indices
328
+
329
+ # manufacture texture for this asset
330
+ x = np.arange(256.0)
331
+ xx, yy = np.meshgrid(x, x)
332
+ zz = np.zeros_like(xx)
333
+ texture_host = np.stack((xx, yy, zz), axis=2) / 255.0
334
+
335
+ # set anti-aliasing
336
+ self.num_samples = 1
337
+
338
+ # set render mode
339
+ self.render_mode = RenderMode.texture
340
+
341
+ # set training iterations
342
+ self.train_rate = 5.00e-8
343
+ self.momentum = 0.5
344
+ self.dampening = 0.1
345
+ self.weight_decay = 0.0
346
+ self.train_iters = train_iters
347
+ self.period = 10 # Training iterations between render() calls
348
+ self.iter = 0
349
+
350
+ # storage for training animation
351
+ self.images = np.zeros((self.height, self.width, 3, max(int(self.train_iters / self.period), 1)))
352
+ self.image_counter = 0
353
+
354
+ # construct RenderMesh
355
+ self.render_mesh = RenderMesh()
356
+ self.mesh = wp.Mesh(
357
+ points=wp.array(points, dtype=wp.vec3, requires_grad=True), indices=wp.array(indices, dtype=int)
358
+ )
359
+ self.render_mesh.id = self.mesh.id
360
+ self.render_mesh.vertices = self.mesh.points
361
+ self.render_mesh.indices = self.mesh.indices
362
+ self.render_mesh.tex_coords = wp.array(tex_coords, dtype=wp.vec2, requires_grad=True)
363
+ self.render_mesh.tex_indices = wp.array(tex_indices, dtype=int)
364
+ self.normal_sums = wp.zeros(num_points, dtype=wp.vec3, requires_grad=True)
365
+ self.render_mesh.vertex_normals = wp.zeros(num_points, dtype=wp.vec3, requires_grad=True)
366
+ self.render_mesh.pos = wp.zeros(1, dtype=wp.vec3, requires_grad=True)
367
+ self.render_mesh.rot = wp.array(np.array(rot_array), dtype=wp.quat, requires_grad=True)
368
+
369
+ # compute vertex normals
370
+ wp.launch(
371
+ kernel=vertex_normal_sum_kernel,
372
+ dim=num_faces,
373
+ inputs=[self.render_mesh.vertices, self.render_mesh.indices, self.normal_sums],
374
+ )
375
+ wp.launch(
376
+ kernel=normalize_kernel,
377
+ dim=num_points,
378
+ inputs=[self.normal_sums, self.render_mesh.vertex_normals],
379
+ )
380
+
381
+ # construct camera
382
+ self.camera = Camera()
383
+ self.camera.horizontal = horizontal_aperture
384
+ self.camera.vertical = vertical_aperture
385
+ self.camera.aspect = aspect
386
+ self.camera.e = focal_length
387
+ self.camera.tan = vertical_aperture / (2.0 * focal_length)
388
+ self.camera.pos = cam_pos
389
+ self.camera.rot = cam_rot
390
+
391
+ # construct texture
392
+ self.texture = wp.array2d(texture_host, dtype=wp.vec3, requires_grad=True)
393
+
394
+ # construct lights
395
+ self.lights = DirectionalLights()
396
+ self.lights.dirs = wp.array(np.array([[1.0, 0.0, 0.0], [0.0, 0.0, 1.0]]), dtype=wp.vec3, requires_grad=True)
397
+ self.lights.intensities = wp.array(np.array([2.0, 0.2]), dtype=float, requires_grad=True)
398
+ self.lights.num_lights = 2
399
+
400
+ # construct rays
401
+ self.rays_width = self.width * pow(2, self.num_samples)
402
+ self.rays_height = self.height * pow(2, self.num_samples)
403
+ self.num_rays = self.rays_width * self.rays_height
404
+ self.rays = wp.zeros(self.num_rays, dtype=wp.vec3, requires_grad=True)
405
+
406
+ # construct pixels
407
+ self.pixels = wp.zeros(self.num_pixels, dtype=wp.vec3, requires_grad=True)
408
+ self.target_pixels = wp.zeros(self.num_pixels, dtype=wp.vec3)
409
+
410
+ # loss array
411
+ self.loss = wp.zeros(1, dtype=float, requires_grad=True)
412
+
413
+ # capture graph
414
+ self.use_cuda_graph = wp.get_device().is_cuda
415
+ if self.use_cuda_graph:
416
+ with wp.ScopedCapture() as capture:
417
+ self.tape = wp.Tape()
418
+ with self.tape:
419
+ self.forward()
420
+ self.tape.backward(self.loss)
421
+ self.graph = capture.graph
422
+
423
+ self.optimizer = SGD(
424
+ [self.render_mesh.rot],
425
+ self.train_rate,
426
+ momentum=self.momentum,
427
+ dampening=self.dampening,
428
+ weight_decay=self.weight_decay,
429
+ )
430
+
431
+ def ray_cast(self):
432
+ # raycast
433
+ wp.launch(
434
+ kernel=draw_kernel,
435
+ dim=self.num_rays,
436
+ inputs=[
437
+ self.render_mesh,
438
+ self.camera,
439
+ self.texture,
440
+ self.rays_width,
441
+ self.rays_height,
442
+ self.rays,
443
+ self.lights,
444
+ self.render_mode,
445
+ ],
446
+ )
447
+
448
+ # downsample
449
+ wp.launch(
450
+ kernel=downsample_kernel,
451
+ dim=self.num_pixels,
452
+ inputs=[self.rays, self.pixels, self.rays_width, pow(2, self.num_samples)],
453
+ )
454
+
455
+ def forward(self):
456
+ self.ray_cast()
457
+
458
+ # compute pixel loss
459
+ wp.launch(loss_kernel, dim=self.num_pixels, inputs=[self.pixels, self.target_pixels, self.loss])
460
+
461
+ def step(self):
462
+ with wp.ScopedTimer("step"):
463
+ if self.use_cuda_graph:
464
+ wp.capture_launch(self.graph)
465
+ else:
466
+ self.tape = wp.Tape()
467
+ with self.tape:
468
+ self.forward()
469
+ self.tape.backward(self.loss)
470
+
471
+ rot_grad = self.tape.gradients[self.render_mesh.rot]
472
+ self.optimizer.step([rot_grad])
473
+ wp.launch(normalize, dim=1, inputs=[self.render_mesh.rot])
474
+
475
+ if self.iter % self.period == 0:
476
+ print(f"Iter: {self.iter} Loss: {self.loss}")
477
+
478
+ self.tape.zero()
479
+ self.loss.zero_()
480
+
481
+ self.iter = self.iter + 1
482
+
483
+ def render(self):
484
+ with wp.ScopedTimer("render"):
485
+ self.images[:, :, :, self.image_counter] = self.get_image()
486
+ self.image_counter += 1
487
+
488
+ def get_image(self):
489
+ return self.pixels.numpy().reshape((self.height, self.width, 3))
490
+
491
+ def get_animation(self):
492
+ fig, ax = plt.subplots()
493
+ plt.axis("off")
494
+ plt.subplots_adjust(top=1, bottom=0, right=1, left=0, hspace=0, wspace=0)
495
+ plt.margins(0, 0)
496
+
497
+ frames = []
498
+ for i in range(self.images.shape[3]):
499
+ frame = ax.imshow(self.images[:, :, :, i], animated=True)
500
+ frames.append([frame])
501
+
502
+ ani = animation.ArtistAnimation(fig, frames, interval=50, blit=True, repeat_delay=1000)
503
+ return ani
504
+
505
+
506
+ if __name__ == "__main__":
507
+ import argparse
508
+
509
+ parser = argparse.ArgumentParser(formatter_class=argparse.ArgumentDefaultsHelpFormatter)
510
+ parser.add_argument("--device", type=str, default=None, help="Override the default Warp device.")
511
+ parser.add_argument("--train_iters", type=int, default=150, help="Total number of training iterations.")
512
+ parser.add_argument("--height", type=int, default=1024, help="Height of rendered image in pixels.")
513
+ parser.add_argument(
514
+ "--headless",
515
+ action="store_true",
516
+ help="Run in headless mode, suppressing the opening of any graphical windows.",
517
+ )
518
+
519
+ args = parser.parse_known_args()[0]
520
+
521
+ with wp.ScopedDevice(args.device):
522
+ reference_example = Example(height=args.height)
523
+
524
+ # render target rotation
525
+ reference_example.ray_cast()
526
+
527
+ # offset mesh rotation
528
+ example = Example(
529
+ train_iters=args.train_iters,
530
+ height=args.height,
531
+ rot_array=[
532
+ 0.0,
533
+ (math.sqrt(3) - 1) / (2.0 * math.sqrt(2.0)),
534
+ 0.0,
535
+ (math.sqrt(3) + 1) / (2.0 * math.sqrt(2.0)),
536
+ ],
537
+ )
538
+
539
+ wp.copy(example.target_pixels, reference_example.pixels)
540
+
541
+ # recover target rotation
542
+ for i in range(example.train_iters):
543
+ example.step()
544
+
545
+ if i % example.period == 0:
546
+ example.render()
547
+
548
+ if not args.headless:
549
+ import matplotlib.animation as animation
550
+ import matplotlib.image as img
551
+ import matplotlib.pyplot as plt
552
+
553
+ target_image = reference_example.get_image()
554
+ target_image_filename = "example_diffray_target_image.png"
555
+ img.imsave(target_image_filename, target_image)
556
+ print(f"Saved the target image at `{target_image_filename}`")
557
+
558
+ final_image = example.get_image()
559
+ final_image_filename = "example_diffray_final_image.png"
560
+ img.imsave(final_image_filename, final_image)
561
+ print(f"Saved the final image at `{final_image_filename}`")
562
+
563
+ anim = example.get_animation()
564
+ anim_filename = "example_diffray_animation.gif"
565
+ anim.save(anim_filename, dpi=300, writer=animation.PillowWriter(fps=5))
566
+ print(f"Saved the animation at `{anim_filename}`")