warp-lang 1.0.2__py3-none-win_amd64.whl → 1.2.0__py3-none-win_amd64.whl

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Files changed (356) hide show
  1. warp/__init__.py +108 -97
  2. warp/__init__.pyi +1 -1
  3. warp/bin/warp-clang.dll +0 -0
  4. warp/bin/warp.dll +0 -0
  5. warp/build.py +88 -113
  6. warp/build_dll.py +383 -375
  7. warp/builtins.py +3693 -3354
  8. warp/codegen.py +2925 -2792
  9. warp/config.py +40 -36
  10. warp/constants.py +49 -45
  11. warp/context.py +5409 -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 +381 -383
  26. warp/examples/benchmarks/benchmark_cloth.py +278 -277
  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 +145 -146
  34. warp/examples/benchmarks/benchmark_launches.py +293 -295
  35. warp/examples/browse.py +29 -29
  36. warp/examples/core/example_dem.py +232 -219
  37. warp/examples/core/example_fluid.py +291 -267
  38. warp/examples/core/example_graph_capture.py +142 -126
  39. warp/examples/core/example_marching_cubes.py +186 -174
  40. warp/examples/core/example_mesh.py +172 -155
  41. warp/examples/core/example_mesh_intersect.py +203 -193
  42. warp/examples/core/example_nvdb.py +174 -170
  43. warp/examples/core/example_raycast.py +103 -90
  44. warp/examples/core/example_raymarch.py +197 -178
  45. warp/examples/core/example_render_opengl.py +183 -141
  46. warp/examples/core/example_sph.py +403 -387
  47. warp/examples/core/example_torch.py +219 -181
  48. warp/examples/core/example_wave.py +261 -248
  49. warp/examples/fem/bsr_utils.py +378 -380
  50. warp/examples/fem/example_apic_fluid.py +432 -389
  51. warp/examples/fem/example_burgers.py +262 -0
  52. warp/examples/fem/example_convection_diffusion.py +180 -168
  53. warp/examples/fem/example_convection_diffusion_dg.py +217 -209
  54. warp/examples/fem/example_deformed_geometry.py +175 -159
  55. warp/examples/fem/example_diffusion.py +199 -173
  56. warp/examples/fem/example_diffusion_3d.py +178 -152
  57. warp/examples/fem/example_diffusion_mgpu.py +219 -214
  58. warp/examples/fem/example_mixed_elasticity.py +242 -222
  59. warp/examples/fem/example_navier_stokes.py +257 -243
  60. warp/examples/fem/example_stokes.py +218 -192
  61. warp/examples/fem/example_stokes_transfer.py +263 -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 +258 -246
  65. warp/examples/optim/example_cloth_throw.py +220 -209
  66. warp/examples/optim/example_diffray.py +564 -536
  67. warp/examples/optim/example_drone.py +862 -835
  68. warp/examples/optim/example_inverse_kinematics.py +174 -168
  69. warp/examples/optim/example_inverse_kinematics_torch.py +183 -169
  70. warp/examples/optim/example_spring_cage.py +237 -231
  71. warp/examples/optim/example_trajectory.py +221 -199
  72. warp/examples/optim/example_walker.py +304 -293
  73. warp/examples/sim/example_cartpole.py +137 -129
  74. warp/examples/sim/example_cloth.py +194 -186
  75. warp/examples/sim/example_granular.py +122 -111
  76. warp/examples/sim/example_granular_collision_sdf.py +195 -186
  77. warp/examples/sim/example_jacobian_ik.py +234 -214
  78. warp/examples/sim/example_particle_chain.py +116 -105
  79. warp/examples/sim/example_quadruped.py +191 -180
  80. warp/examples/sim/example_rigid_chain.py +195 -187
  81. warp/examples/sim/example_rigid_contact.py +187 -177
  82. warp/examples/sim/example_rigid_force.py +125 -125
  83. warp/examples/sim/example_rigid_gyroscopic.py +107 -95
  84. warp/examples/sim/example_rigid_soft_contact.py +132 -122
  85. warp/examples/sim/example_soft_body.py +188 -177
  86. warp/fabric.py +337 -335
  87. warp/fem/__init__.py +61 -27
  88. warp/fem/cache.py +403 -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 +16 -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 +748 -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 +437 -435
  104. warp/fem/geometry/hexmesh.py +953 -953
  105. warp/fem/geometry/nanogrid.py +455 -0
  106. warp/fem/geometry/partition.py +374 -376
  107. warp/fem/geometry/quadmesh_2d.py +532 -532
  108. warp/fem/geometry/tetmesh.py +840 -840
  109. warp/fem/geometry/trimesh_2d.py +577 -577
  110. warp/fem/integrate.py +1684 -1615
  111. warp/fem/operator.py +190 -191
  112. warp/fem/polynomial.py +214 -213
  113. warp/fem/quadrature/__init__.py +2 -2
  114. warp/fem/quadrature/pic_quadrature.py +243 -245
  115. warp/fem/quadrature/quadrature.py +295 -294
  116. warp/fem/space/__init__.py +179 -292
  117. warp/fem/space/basis_space.py +522 -489
  118. warp/fem/space/collocated_function_space.py +100 -105
  119. warp/fem/space/dof_mapper.py +236 -236
  120. warp/fem/space/function_space.py +148 -145
  121. warp/fem/space/grid_2d_function_space.py +148 -267
  122. warp/fem/space/grid_3d_function_space.py +167 -306
  123. warp/fem/space/hexmesh_function_space.py +253 -352
  124. warp/fem/space/nanogrid_function_space.py +202 -0
  125. warp/fem/space/partition.py +350 -350
  126. warp/fem/space/quadmesh_2d_function_space.py +261 -369
  127. warp/fem/space/restriction.py +161 -160
  128. warp/fem/space/shape/__init__.py +90 -15
  129. warp/fem/space/shape/cube_shape_function.py +728 -738
  130. warp/fem/space/shape/shape_function.py +102 -103
  131. warp/fem/space/shape/square_shape_function.py +611 -611
  132. warp/fem/space/shape/tet_shape_function.py +565 -567
  133. warp/fem/space/shape/triangle_shape_function.py +429 -429
  134. warp/fem/space/tetmesh_function_space.py +224 -292
  135. warp/fem/space/topology.py +297 -295
  136. warp/fem/space/trimesh_2d_function_space.py +153 -221
  137. warp/fem/types.py +77 -77
  138. warp/fem/utils.py +495 -495
  139. warp/jax.py +166 -141
  140. warp/jax_experimental.py +341 -339
  141. warp/native/array.h +1081 -1025
  142. warp/native/builtin.h +1603 -1560
  143. warp/native/bvh.cpp +402 -398
  144. warp/native/bvh.cu +533 -525
  145. warp/native/bvh.h +430 -429
  146. warp/native/clang/clang.cpp +496 -464
  147. warp/native/crt.cpp +42 -32
  148. warp/native/crt.h +352 -335
  149. warp/native/cuda_crt.h +1049 -1049
  150. warp/native/cuda_util.cpp +549 -540
  151. warp/native/cuda_util.h +288 -203
  152. warp/native/cutlass_gemm.cpp +34 -34
  153. warp/native/cutlass_gemm.cu +372 -372
  154. warp/native/error.cpp +66 -66
  155. warp/native/error.h +27 -27
  156. warp/native/exports.h +187 -0
  157. warp/native/fabric.h +228 -228
  158. warp/native/hashgrid.cpp +301 -278
  159. warp/native/hashgrid.cu +78 -77
  160. warp/native/hashgrid.h +227 -227
  161. warp/native/initializer_array.h +32 -32
  162. warp/native/intersect.h +1204 -1204
  163. warp/native/intersect_adj.h +365 -365
  164. warp/native/intersect_tri.h +322 -322
  165. warp/native/marching.cpp +2 -2
  166. warp/native/marching.cu +497 -497
  167. warp/native/marching.h +2 -2
  168. warp/native/mat.h +1545 -1498
  169. warp/native/matnn.h +333 -333
  170. warp/native/mesh.cpp +203 -203
  171. warp/native/mesh.cu +292 -293
  172. warp/native/mesh.h +1887 -1887
  173. warp/native/nanovdb/GridHandle.h +366 -0
  174. warp/native/nanovdb/HostBuffer.h +590 -0
  175. warp/native/nanovdb/NanoVDB.h +6624 -4782
  176. warp/native/nanovdb/PNanoVDB.h +3390 -2553
  177. warp/native/noise.h +850 -850
  178. warp/native/quat.h +1112 -1085
  179. warp/native/rand.h +303 -299
  180. warp/native/range.h +108 -108
  181. warp/native/reduce.cpp +156 -156
  182. warp/native/reduce.cu +348 -348
  183. warp/native/runlength_encode.cpp +61 -61
  184. warp/native/runlength_encode.cu +46 -46
  185. warp/native/scan.cpp +30 -30
  186. warp/native/scan.cu +36 -36
  187. warp/native/scan.h +7 -7
  188. warp/native/solid_angle.h +442 -442
  189. warp/native/sort.cpp +94 -94
  190. warp/native/sort.cu +97 -97
  191. warp/native/sort.h +14 -14
  192. warp/native/sparse.cpp +337 -337
  193. warp/native/sparse.cu +544 -544
  194. warp/native/spatial.h +630 -630
  195. warp/native/svd.h +562 -562
  196. warp/native/temp_buffer.h +30 -30
  197. warp/native/vec.h +1177 -1133
  198. warp/native/volume.cpp +529 -297
  199. warp/native/volume.cu +58 -32
  200. warp/native/volume.h +960 -538
  201. warp/native/volume_builder.cu +446 -425
  202. warp/native/volume_builder.h +34 -19
  203. warp/native/volume_impl.h +61 -0
  204. warp/native/warp.cpp +1057 -1052
  205. warp/native/warp.cu +2949 -2828
  206. warp/native/warp.h +321 -305
  207. warp/optim/__init__.py +9 -9
  208. warp/optim/adam.py +120 -120
  209. warp/optim/linear.py +1104 -939
  210. warp/optim/sgd.py +104 -92
  211. warp/render/__init__.py +10 -10
  212. warp/render/render_opengl.py +3356 -3204
  213. warp/render/render_usd.py +768 -749
  214. warp/render/utils.py +152 -150
  215. warp/sim/__init__.py +52 -59
  216. warp/sim/articulation.py +685 -685
  217. warp/sim/collide.py +1594 -1590
  218. warp/sim/import_mjcf.py +489 -481
  219. warp/sim/import_snu.py +220 -221
  220. warp/sim/import_urdf.py +536 -516
  221. warp/sim/import_usd.py +887 -881
  222. warp/sim/inertia.py +316 -317
  223. warp/sim/integrator.py +234 -233
  224. warp/sim/integrator_euler.py +1956 -1956
  225. warp/sim/integrator_featherstone.py +1917 -1991
  226. warp/sim/integrator_xpbd.py +3288 -3312
  227. warp/sim/model.py +4473 -4314
  228. warp/sim/particles.py +113 -112
  229. warp/sim/render.py +417 -403
  230. warp/sim/utils.py +413 -410
  231. warp/sparse.py +1289 -1227
  232. warp/stubs.py +2192 -2469
  233. warp/tape.py +1162 -225
  234. warp/tests/__init__.py +1 -1
  235. warp/tests/__main__.py +4 -4
  236. warp/tests/assets/test_index_grid.nvdb +0 -0
  237. warp/tests/assets/torus.usda +105 -105
  238. warp/tests/aux_test_class_kernel.py +26 -26
  239. warp/tests/aux_test_compile_consts_dummy.py +10 -10
  240. warp/tests/aux_test_conditional_unequal_types_kernels.py +21 -21
  241. warp/tests/aux_test_dependent.py +20 -22
  242. warp/tests/aux_test_grad_customs.py +21 -23
  243. warp/tests/aux_test_reference.py +9 -11
  244. warp/tests/aux_test_reference_reference.py +8 -10
  245. warp/tests/aux_test_square.py +15 -17
  246. warp/tests/aux_test_unresolved_func.py +14 -14
  247. warp/tests/aux_test_unresolved_symbol.py +14 -14
  248. warp/tests/disabled_kinematics.py +237 -239
  249. warp/tests/run_coverage_serial.py +31 -31
  250. warp/tests/test_adam.py +155 -157
  251. warp/tests/test_arithmetic.py +1088 -1124
  252. warp/tests/test_array.py +2415 -2326
  253. warp/tests/test_array_reduce.py +148 -150
  254. warp/tests/test_async.py +666 -656
  255. warp/tests/test_atomic.py +139 -141
  256. warp/tests/test_bool.py +212 -149
  257. warp/tests/test_builtins_resolution.py +1290 -1292
  258. warp/tests/test_bvh.py +162 -171
  259. warp/tests/test_closest_point_edge_edge.py +227 -228
  260. warp/tests/test_codegen.py +562 -553
  261. warp/tests/test_compile_consts.py +217 -101
  262. warp/tests/test_conditional.py +244 -246
  263. warp/tests/test_copy.py +230 -215
  264. warp/tests/test_ctypes.py +630 -632
  265. warp/tests/test_dense.py +65 -67
  266. warp/tests/test_devices.py +89 -98
  267. warp/tests/test_dlpack.py +528 -529
  268. warp/tests/test_examples.py +403 -378
  269. warp/tests/test_fabricarray.py +952 -955
  270. warp/tests/test_fast_math.py +60 -54
  271. warp/tests/test_fem.py +1298 -1278
  272. warp/tests/test_fp16.py +128 -130
  273. warp/tests/test_func.py +336 -337
  274. warp/tests/test_generics.py +596 -571
  275. warp/tests/test_grad.py +885 -640
  276. warp/tests/test_grad_customs.py +331 -336
  277. warp/tests/test_hash_grid.py +208 -164
  278. warp/tests/test_import.py +37 -39
  279. warp/tests/test_indexedarray.py +1132 -1134
  280. warp/tests/test_intersect.py +65 -67
  281. warp/tests/test_jax.py +305 -307
  282. warp/tests/test_large.py +169 -164
  283. warp/tests/test_launch.py +352 -354
  284. warp/tests/test_lerp.py +217 -261
  285. warp/tests/test_linear_solvers.py +189 -171
  286. warp/tests/test_lvalue.py +419 -493
  287. warp/tests/test_marching_cubes.py +63 -65
  288. warp/tests/test_mat.py +1799 -1827
  289. warp/tests/test_mat_lite.py +113 -115
  290. warp/tests/test_mat_scalar_ops.py +2905 -2889
  291. warp/tests/test_math.py +124 -193
  292. warp/tests/test_matmul.py +498 -499
  293. warp/tests/test_matmul_lite.py +408 -410
  294. warp/tests/test_mempool.py +186 -190
  295. warp/tests/test_mesh.py +281 -324
  296. warp/tests/test_mesh_query_aabb.py +226 -241
  297. warp/tests/test_mesh_query_point.py +690 -702
  298. warp/tests/test_mesh_query_ray.py +290 -303
  299. warp/tests/test_mlp.py +274 -276
  300. warp/tests/test_model.py +108 -110
  301. warp/tests/test_module_hashing.py +111 -0
  302. warp/tests/test_modules_lite.py +36 -39
  303. warp/tests/test_multigpu.py +161 -163
  304. warp/tests/test_noise.py +244 -248
  305. warp/tests/test_operators.py +248 -250
  306. warp/tests/test_options.py +121 -125
  307. warp/tests/test_peer.py +131 -137
  308. warp/tests/test_pinned.py +76 -78
  309. warp/tests/test_print.py +52 -54
  310. warp/tests/test_quat.py +2084 -2086
  311. warp/tests/test_rand.py +324 -288
  312. warp/tests/test_reload.py +207 -217
  313. warp/tests/test_rounding.py +177 -179
  314. warp/tests/test_runlength_encode.py +188 -190
  315. warp/tests/test_sim_grad.py +241 -0
  316. warp/tests/test_sim_kinematics.py +89 -97
  317. warp/tests/test_smoothstep.py +166 -168
  318. warp/tests/test_snippet.py +303 -266
  319. warp/tests/test_sparse.py +466 -460
  320. warp/tests/test_spatial.py +2146 -2148
  321. warp/tests/test_special_values.py +362 -0
  322. warp/tests/test_streams.py +484 -473
  323. warp/tests/test_struct.py +708 -675
  324. warp/tests/test_tape.py +171 -148
  325. warp/tests/test_torch.py +741 -743
  326. warp/tests/test_transient_module.py +85 -87
  327. warp/tests/test_types.py +554 -659
  328. warp/tests/test_utils.py +488 -499
  329. warp/tests/test_vec.py +1262 -1268
  330. warp/tests/test_vec_lite.py +71 -73
  331. warp/tests/test_vec_scalar_ops.py +2097 -2099
  332. warp/tests/test_verify_fp.py +92 -94
  333. warp/tests/test_volume.py +961 -736
  334. warp/tests/test_volume_write.py +338 -265
  335. warp/tests/unittest_serial.py +38 -37
  336. warp/tests/unittest_suites.py +367 -359
  337. warp/tests/unittest_utils.py +434 -578
  338. warp/tests/unused_test_misc.py +69 -71
  339. warp/tests/walkthrough_debug.py +85 -85
  340. warp/thirdparty/appdirs.py +598 -598
  341. warp/thirdparty/dlpack.py +143 -143
  342. warp/thirdparty/unittest_parallel.py +563 -561
  343. warp/torch.py +321 -295
  344. warp/types.py +4941 -4450
  345. warp/utils.py +1008 -821
  346. {warp_lang-1.0.2.dist-info → warp_lang-1.2.0.dist-info}/LICENSE.md +126 -126
  347. {warp_lang-1.0.2.dist-info → warp_lang-1.2.0.dist-info}/METADATA +365 -400
  348. warp_lang-1.2.0.dist-info/RECORD +359 -0
  349. warp/examples/assets/cube.usda +0 -42
  350. warp/examples/assets/sphere.usda +0 -56
  351. warp/examples/assets/torus.usda +0 -105
  352. warp/examples/fem/example_convection_diffusion_dg0.py +0 -194
  353. warp/native/nanovdb/PNanoVDBWrite.h +0 -295
  354. warp_lang-1.0.2.dist-info/RECORD +0 -352
  355. {warp_lang-1.0.2.dist-info → warp_lang-1.2.0.dist-info}/WHEEL +0 -0
  356. {warp_lang-1.0.2.dist-info → warp_lang-1.2.0.dist-info}/top_level.txt +0 -0
@@ -1,536 +1,564 @@
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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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- import warp.examples
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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
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, stage=None, rot_array=[0.0, 0.0, 0.0, 1.0], verbose=False):
301
- self.verbose = verbose
302
- cam_pos = wp.vec3(0.0, 0.75, 7.0)
303
- cam_rot = wp.quat(0.0, 0.0, 0.0, 1.0)
304
- horizontal_aperture = 36.0
305
- vertical_aperture = 20.25
306
- aspect = horizontal_aperture / vertical_aperture
307
- focal_length = 50.0
308
- self.height = 1024
309
- self.width = int(aspect * self.height)
310
- self.num_pixels = self.width * self.height
311
-
312
- asset_stage = Usd.Stage.Open(os.path.join(warp.examples.get_asset_directory(), "bunny.usd"))
313
- mesh_geom = UsdGeom.Mesh(asset_stage.GetPrimAtPath("/bunny/bunny"))
314
-
315
- points = np.array(mesh_geom.GetPointsAttr().Get())
316
- indices = np.array(mesh_geom.GetFaceVertexIndicesAttr().Get())
317
- num_points = points.shape[0]
318
- num_faces = int(indices.shape[0] / 3)
319
-
320
- # manufacture texture coordinates + indices for this asset
321
- distance = np.linalg.norm(points, axis=1)
322
- radius = np.max(distance)
323
- distance = distance / radius
324
- tex_coords = np.stack((distance, distance), axis=1)
325
- tex_indices = indices
326
-
327
- # manufacture texture for this asset
328
- x = np.arange(256.0)
329
- xx, yy = np.meshgrid(x, x)
330
- zz = np.zeros_like(xx)
331
- texture_host = np.stack((xx, yy, zz), axis=2) / 255.0
332
-
333
- # set anti-aliasing
334
- self.num_samples = 1
335
-
336
- # set render mode
337
- self.render_mode = RenderMode.texture
338
-
339
- # set training iterations
340
- self.train_rate = 3.0e-8
341
- self.train_rate = 5.00e-8
342
- self.momentum = 0.5
343
- self.dampening = 0.1
344
- self.weight_decay = 0.0
345
- self.train_iters = 150
346
- self.period = 10
347
- self.iter = 0
348
-
349
- # storage for training animation
350
- self.images = np.zeros((self.height, self.width, 3, int(self.train_iters / self.period)))
351
- self.image_counter = 0
352
-
353
- # construct RenderMesh
354
- self.render_mesh = RenderMesh()
355
- self.mesh = wp.Mesh(
356
- points=wp.array(points, dtype=wp.vec3, requires_grad=True), indices=wp.array(indices, dtype=int)
357
- )
358
- self.render_mesh.id = self.mesh.id
359
- self.render_mesh.vertices = self.mesh.points
360
- self.render_mesh.indices = self.mesh.indices
361
- self.render_mesh.tex_coords = wp.array(tex_coords, dtype=wp.vec2, requires_grad=True)
362
- self.render_mesh.tex_indices = wp.array(tex_indices, dtype=int)
363
- self.normal_sums = wp.zeros(num_points, dtype=wp.vec3, requires_grad=True)
364
- self.render_mesh.vertex_normals = wp.zeros(num_points, dtype=wp.vec3, requires_grad=True)
365
- self.render_mesh.pos = wp.zeros(1, dtype=wp.vec3, requires_grad=True)
366
- self.render_mesh.rot = wp.array(np.array(rot_array), dtype=wp.quat, requires_grad=True)
367
-
368
- # compute vertex normals
369
- wp.launch(
370
- kernel=vertex_normal_sum_kernel,
371
- dim=num_faces,
372
- inputs=[self.render_mesh.vertices, self.render_mesh.indices, self.normal_sums],
373
- )
374
- wp.launch(
375
- kernel=normalize_kernel,
376
- dim=num_points,
377
- inputs=[self.normal_sums, self.render_mesh.vertex_normals],
378
- )
379
-
380
- # construct camera
381
- self.camera = Camera()
382
- self.camera.horizontal = horizontal_aperture
383
- self.camera.vertical = vertical_aperture
384
- self.camera.aspect = aspect
385
- self.camera.e = focal_length
386
- self.camera.tan = vertical_aperture / (2.0 * focal_length)
387
- self.camera.pos = cam_pos
388
- self.camera.rot = cam_rot
389
-
390
- # construct texture
391
- self.texture = wp.array2d(texture_host, dtype=wp.vec3, requires_grad=True)
392
-
393
- # construct lights
394
- self.lights = DirectionalLights()
395
- 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)
396
- self.lights.intensities = wp.array(np.array([2.0, 0.2]), dtype=float, requires_grad=True)
397
- self.lights.num_lights = 2
398
-
399
- # construct rays
400
- self.rays_width = self.width * pow(2, self.num_samples)
401
- self.rays_height = self.height * pow(2, self.num_samples)
402
- self.num_rays = self.rays_width * self.rays_height
403
- self.rays = wp.zeros(self.num_rays, dtype=wp.vec3, requires_grad=True)
404
-
405
- # construct pixels
406
- self.pixels = wp.zeros(self.num_pixels, dtype=wp.vec3, requires_grad=True)
407
- self.target_pixels = wp.zeros(self.num_pixels, dtype=wp.vec3)
408
-
409
- # loss array
410
- self.loss = wp.zeros(1, dtype=float, requires_grad=True)
411
-
412
- # capture graph
413
- self.use_graph = wp.get_device().is_cuda
414
- if self.use_graph:
415
- with wp.ScopedCapture() as capture:
416
- self.tape = wp.Tape()
417
- with self.tape:
418
- self.forward()
419
- self.tape.backward(self.loss)
420
- self.graph = capture.graph
421
-
422
- self.optimizer = SGD(
423
- [self.render_mesh.rot],
424
- self.train_rate,
425
- momentum=self.momentum,
426
- dampening=self.dampening,
427
- weight_decay=self.weight_decay,
428
- )
429
-
430
- def ray_cast(self):
431
- # raycast
432
- wp.launch(
433
- kernel=draw_kernel,
434
- dim=self.num_rays,
435
- inputs=[
436
- self.render_mesh,
437
- self.camera,
438
- self.texture,
439
- self.rays_width,
440
- self.rays_height,
441
- self.rays,
442
- self.lights,
443
- self.render_mode,
444
- ],
445
- )
446
-
447
- # downsample
448
- wp.launch(
449
- kernel=downsample_kernel,
450
- dim=self.num_pixels,
451
- inputs=[self.rays, self.pixels, self.rays_width, pow(2, self.num_samples)],
452
- )
453
-
454
- def forward(self):
455
- self.ray_cast()
456
-
457
- # compute pixel loss
458
- wp.launch(loss_kernel, dim=self.num_pixels, inputs=[self.pixels, self.target_pixels, self.loss])
459
-
460
- def step(self):
461
- if self.use_graph:
462
- wp.capture_launch(self.graph)
463
- else:
464
- self.tape = wp.Tape()
465
- with self.tape:
466
- self.forward()
467
- self.tape.backward(self.loss)
468
-
469
- rot_grad = self.tape.gradients[self.render_mesh.rot]
470
- self.optimizer.step([rot_grad])
471
- wp.launch(normalize, dim=1, inputs=[self.render_mesh.rot])
472
-
473
- if self.verbose and self.iter % self.period == 0:
474
- print(f"Iter: {self.iter} Loss: {self.loss}")
475
-
476
- self.tape.zero()
477
- self.loss.zero_()
478
-
479
- self.iter = self.iter + 1
480
-
481
- def render(self):
482
- self.images[:, :, :, self.image_counter] = self.get_image()
483
- self.image_counter += 1
484
-
485
- def get_image(self):
486
- return self.pixels.numpy().reshape((self.height, self.width, 3))
487
-
488
- def get_animation(self):
489
- fig, ax = plt.subplots()
490
- plt.axis("off")
491
- plt.subplots_adjust(top=1, bottom=0, right=1, left=0, hspace=0, wspace=0)
492
- plt.margins(0, 0)
493
-
494
- frames = []
495
- for i in range(self.images.shape[3]):
496
- frame = ax.imshow(self.images[:, :, :, i], animated=True)
497
- frames.append([frame])
498
-
499
- ani = animation.ArtistAnimation(fig, frames, interval=50, blit=True, repeat_delay=1000)
500
- return ani
501
-
502
-
503
- if __name__ == "__main__":
504
- import matplotlib.animation as animation
505
- import matplotlib.image as img
506
- import matplotlib.pyplot as plt
507
-
508
- output_dir = os.path.dirname(__file__)
509
-
510
- reference_example = Example()
511
-
512
- # render target rotation
513
- reference_example.ray_cast()
514
- target_image = reference_example.get_image()
515
- img.imsave(output_dir + "/example_diffray_target_image.png", target_image)
516
-
517
- # offset mesh rotation
518
- example = Example(
519
- 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))],
520
- verbose=True,
521
- )
522
-
523
- wp.copy(example.target_pixels, reference_example.pixels)
524
-
525
- # recover target rotation
526
- for i in range(example.train_iters):
527
- example.step()
528
-
529
- if i % example.period == 0:
530
- example.render()
531
-
532
- final_image = example.get_image()
533
- img.imsave(output_dir + "/example_diffray_final_image.png", final_image)
534
-
535
- video = example.get_animation()
536
- 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
+
27
+ class RenderMode:
28
+ """Rendering modes
29
+ grayscale: Lambertian shading from multiple directional lights
30
+ texture: 2D texture map
31
+ normal_map: mesh normal computed from interpolated vertex normals
32
+ """
33
+
34
+ grayscale = 0
35
+ texture = 1
36
+ normal_map = 2
37
+
38
+
39
+ @wp.struct
40
+ class RenderMesh:
41
+ """Mesh to be ray casted.
42
+ Assumes a triangle mesh as input.
43
+ Per-vertex normals are computed with compute_vertex_normals()
44
+ """
45
+
46
+ id: wp.uint64
47
+ vertices: wp.array(dtype=wp.vec3)
48
+ indices: wp.array(dtype=int)
49
+ tex_coords: wp.array(dtype=wp.vec2)
50
+ tex_indices: wp.array(dtype=int)
51
+ vertex_normals: wp.array(dtype=wp.vec3)
52
+ pos: wp.array(dtype=wp.vec3)
53
+ rot: wp.array(dtype=wp.quat)
54
+
55
+
56
+ @wp.struct
57
+ class Camera:
58
+ """Basic camera for ray casting"""
59
+
60
+ horizontal: float
61
+ vertical: float
62
+ aspect: float
63
+ e: float
64
+ tan: float
65
+ pos: wp.vec3
66
+ rot: wp.quat
67
+
68
+
69
+ @wp.struct
70
+ class DirectionalLights:
71
+ """Stores arrays of directional light directions and intensities."""
72
+
73
+ dirs: wp.array(dtype=wp.vec3)
74
+ intensities: wp.array(dtype=float)
75
+ num_lights: int
76
+
77
+
78
+ @wp.kernel
79
+ def vertex_normal_sum_kernel(
80
+ verts: wp.array(dtype=wp.vec3), indices: wp.array(dtype=int), normal_sums: wp.array(dtype=wp.vec3)
81
+ ):
82
+ tid = wp.tid()
83
+
84
+ i = indices[tid * 3]
85
+ j = indices[tid * 3 + 1]
86
+ k = indices[tid * 3 + 2]
87
+
88
+ a = verts[i]
89
+ b = verts[j]
90
+ c = verts[k]
91
+
92
+ ab = b - a
93
+ ac = c - a
94
+
95
+ area_normal = wp.cross(ab, ac)
96
+ wp.atomic_add(normal_sums, i, area_normal)
97
+ wp.atomic_add(normal_sums, j, area_normal)
98
+ wp.atomic_add(normal_sums, k, area_normal)
99
+
100
+
101
+ @wp.kernel
102
+ def normalize_kernel(
103
+ normal_sums: wp.array(dtype=wp.vec3),
104
+ vertex_normals: wp.array(dtype=wp.vec3),
105
+ ):
106
+ tid = wp.tid()
107
+ vertex_normals[tid] = wp.normalize(normal_sums[tid])
108
+
109
+
110
+ @wp.func
111
+ def texture_interpolation(tex_interp: wp.vec2, texture: wp.array2d(dtype=wp.vec3)):
112
+ tex_width = texture.shape[1]
113
+ tex_height = texture.shape[0]
114
+ tex = wp.vec2(tex_interp[0] * float(tex_width - 1), (1.0 - tex_interp[1]) * float(tex_height - 1))
115
+
116
+ x0 = int(tex[0])
117
+ x1 = x0 + 1
118
+ alpha_x = tex[0] - float(x0)
119
+ y0 = int(tex[1])
120
+ y1 = y0 + 1
121
+ alpha_y = tex[1] - float(y0)
122
+ c00 = texture[y0, x0]
123
+ c10 = texture[y0, x1]
124
+ c01 = texture[y1, x0]
125
+ c11 = texture[y1, x1]
126
+ lower = (1.0 - alpha_x) * c00 + alpha_x * c10
127
+ upper = (1.0 - alpha_x) * c01 + alpha_x * c11
128
+ color = (1.0 - alpha_y) * lower + alpha_y * upper
129
+
130
+ return color
131
+
132
+
133
+ @wp.kernel
134
+ def draw_kernel(
135
+ mesh: RenderMesh,
136
+ camera: Camera,
137
+ texture: wp.array2d(dtype=wp.vec3),
138
+ rays_width: int,
139
+ rays_height: int,
140
+ rays: wp.array(dtype=wp.vec3),
141
+ lights: DirectionalLights,
142
+ mode: int,
143
+ ):
144
+ tid = wp.tid()
145
+
146
+ x = tid % rays_width
147
+ y = rays_height - tid // rays_width
148
+
149
+ sx = 2.0 * float(x) / float(rays_width) - 1.0
150
+ sy = 2.0 * float(y) / float(rays_height) - 1.0
151
+
152
+ # compute view ray in world space
153
+ ro_world = camera.pos
154
+ rd_world = wp.normalize(wp.quat_rotate(camera.rot, wp.vec3(sx * camera.tan * camera.aspect, sy * camera.tan, -1.0)))
155
+
156
+ # compute view ray in mesh space
157
+ inv = wp.transform_inverse(wp.transform(mesh.pos[0], mesh.rot[0]))
158
+ ro = wp.transform_point(inv, ro_world)
159
+ rd = wp.transform_vector(inv, rd_world)
160
+
161
+ color = wp.vec3(0.0, 0.0, 0.0)
162
+
163
+ query = wp.mesh_query_ray(mesh.id, ro, rd, 1.0e6)
164
+ if query.result:
165
+ i = mesh.indices[query.face * 3]
166
+ j = mesh.indices[query.face * 3 + 1]
167
+ k = mesh.indices[query.face * 3 + 2]
168
+
169
+ a = mesh.vertices[i]
170
+ b = mesh.vertices[j]
171
+ c = mesh.vertices[k]
172
+
173
+ p = wp.mesh_eval_position(mesh.id, query.face, query.u, query.v)
174
+
175
+ # barycentric coordinates
176
+ tri_area = wp.length(wp.cross(b - a, c - a))
177
+ w = wp.length(wp.cross(b - a, p - a)) / tri_area
178
+ v = wp.length(wp.cross(p - a, c - a)) / tri_area
179
+ u = 1.0 - w - v
180
+
181
+ a_n = mesh.vertex_normals[i]
182
+ b_n = mesh.vertex_normals[j]
183
+ c_n = mesh.vertex_normals[k]
184
+
185
+ # vertex normal interpolation
186
+ normal = u * a_n + v * b_n + w * c_n
187
+
188
+ if mode == 0 or mode == 1:
189
+ if mode == 0: # grayscale
190
+ color = wp.vec3(1.0)
191
+
192
+ elif mode == 1: # texture interpolation
193
+ tex_a = mesh.tex_coords[mesh.tex_indices[query.face * 3]]
194
+ tex_b = mesh.tex_coords[mesh.tex_indices[query.face * 3 + 1]]
195
+ tex_c = mesh.tex_coords[mesh.tex_indices[query.face * 3 + 2]]
196
+
197
+ tex = u * tex_a + v * tex_b + w * tex_c
198
+
199
+ color = texture_interpolation(tex, texture)
200
+
201
+ # lambertian directional lighting
202
+ lambert = float(0.0)
203
+ for i in range(lights.num_lights):
204
+ dir = wp.transform_vector(inv, lights.dirs[i])
205
+ val = lights.intensities[i] * wp.dot(normal, dir)
206
+ if val < 0.0:
207
+ val = 0.0
208
+ lambert = lambert + val
209
+
210
+ color = lambert * color
211
+
212
+ elif mode == 2: # normal map
213
+ color = normal * 0.5 + wp.vec3(0.5, 0.5, 0.5)
214
+
215
+ if color[0] > 1.0:
216
+ color = wp.vec3(1.0, color[1], color[2])
217
+ if color[1] > 1.0:
218
+ color = wp.vec3(color[0], 1.0, color[2])
219
+ if color[2] > 1.0:
220
+ color = wp.vec3(color[0], color[1], 1.0)
221
+
222
+ rays[tid] = color
223
+
224
+
225
+ @wp.kernel
226
+ def downsample_kernel(
227
+ rays: wp.array(dtype=wp.vec3), pixels: wp.array(dtype=wp.vec3), rays_width: int, num_samples: int
228
+ ):
229
+ tid = wp.tid()
230
+
231
+ pixels_width = rays_width / num_samples
232
+ px = tid % pixels_width
233
+ py = tid // pixels_width
234
+ start_idx = py * num_samples * rays_width + px * num_samples
235
+
236
+ color = wp.vec3(0.0, 0.0, 0.0)
237
+
238
+ for i in range(0, num_samples):
239
+ for j in range(0, num_samples):
240
+ ray = rays[start_idx + i * rays_width + j]
241
+ color = wp.vec3(color[0] + ray[0], color[1] + ray[1], color[2] + ray[2])
242
+
243
+ num_samples_sq = float(num_samples * num_samples)
244
+ color = wp.vec3(color[0] / num_samples_sq, color[1] / num_samples_sq, color[2] / num_samples_sq)
245
+ pixels[tid] = color
246
+
247
+
248
+ @wp.kernel
249
+ def loss_kernel(pixels: wp.array(dtype=wp.vec3), target_pixels: wp.array(dtype=wp.vec3), loss: wp.array(dtype=float)):
250
+ tid = wp.tid()
251
+
252
+ pixel = pixels[tid]
253
+ target_pixel = target_pixels[tid]
254
+
255
+ diff = target_pixel - pixel
256
+
257
+ # pseudo Huber loss
258
+ delta = 1.0
259
+ x = delta * delta * (wp.sqrt(1.0 + (diff[0] / delta) * (diff[0] / delta)) - 1.0)
260
+ y = delta * delta * (wp.sqrt(1.0 + (diff[1] / delta) * (diff[1] / delta)) - 1.0)
261
+ z = delta * delta * (wp.sqrt(1.0 + (diff[2] / delta) * (diff[2] / delta)) - 1.0)
262
+ sum = x + y + z
263
+
264
+ wp.atomic_add(loss, 0, sum)
265
+
266
+
267
+ @wp.kernel
268
+ def normalize(x: wp.array(dtype=wp.quat)):
269
+ tid = wp.tid()
270
+
271
+ x[tid] = wp.normalize(x[tid])
272
+
273
+
274
+ class Example:
275
+ """
276
+ Non-differentiable variables:
277
+ camera.horizontal: camera horizontal aperture size
278
+ camera.vertical: camera vertical aperture size
279
+ camera.aspect: camera aspect ratio
280
+ camera.e: focal length
281
+ camera.pos: camera displacement
282
+ camera.rot: camera rotation (quaternion)
283
+ pix_width: final image width in pixels
284
+ pix_height: final image height in pixels
285
+ num_samples: anti-aliasing. calculated as pow(2, num_samples)
286
+ directional_lights: characterized by intensity (scalar) and direction (vec3)
287
+ render_mesh.indices: mesh vertex indices
288
+ render_mesh.tex_indices: texture indices
289
+
290
+ Differentiable variables:
291
+ render_mesh.pos: parent transform displacement
292
+ render_mesh.quat: parent transform rotation (quaternion)
293
+ render_mesh.vertices: mesh vertex positions
294
+ render_mesh.vertex_normals: mesh vertex normals
295
+ render_mesh.tex_coords: 2D texture coordinates
296
+ """
297
+
298
+ def __init__(self, height=1024, train_iters=150, rot_array=None):
299
+ cam_pos = wp.vec3(0.0, 0.75, 7.0)
300
+ cam_rot = wp.quat(0.0, 0.0, 0.0, 1.0)
301
+ horizontal_aperture = 36.0
302
+ vertical_aperture = 20.25
303
+ aspect = horizontal_aperture / vertical_aperture
304
+ focal_length = 50.0
305
+ self.height = height
306
+ self.width = int(aspect * self.height)
307
+ self.num_pixels = self.width * self.height
308
+
309
+ if rot_array is None:
310
+ rot_array = [0.0, 0.0, 0.0, 1.0]
311
+
312
+ asset_stage = Usd.Stage.Open(os.path.join(warp.examples.get_asset_directory(), "bunny.usd"))
313
+ mesh_geom = UsdGeom.Mesh(asset_stage.GetPrimAtPath("/root/bunny"))
314
+
315
+ points = np.array(mesh_geom.GetPointsAttr().Get())
316
+ indices = np.array(mesh_geom.GetFaceVertexIndicesAttr().Get())
317
+ num_points = points.shape[0]
318
+ num_faces = int(indices.shape[0] / 3)
319
+
320
+ # manufacture texture coordinates + indices for this asset
321
+ distance = np.linalg.norm(points, axis=1)
322
+ radius = np.max(distance)
323
+ distance = distance / radius
324
+ tex_coords = np.stack((distance, distance), axis=1)
325
+ tex_indices = indices
326
+
327
+ # manufacture texture for this asset
328
+ x = np.arange(256.0)
329
+ xx, yy = np.meshgrid(x, x)
330
+ zz = np.zeros_like(xx)
331
+ texture_host = np.stack((xx, yy, zz), axis=2) / 255.0
332
+
333
+ # set anti-aliasing
334
+ self.num_samples = 1
335
+
336
+ # set render mode
337
+ self.render_mode = RenderMode.texture
338
+
339
+ # set training iterations
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 = train_iters
345
+ self.period = 10 # Training iterations between render() calls
346
+ self.iter = 0
347
+
348
+ # storage for training animation
349
+ self.images = np.zeros((self.height, self.width, 3, max(int(self.train_iters / self.period), 1)))
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_cuda_graph = wp.get_device().is_cuda
413
+ if self.use_cuda_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
+ with wp.ScopedTimer("step"):
461
+ if self.use_cuda_graph:
462
+ wp.capture_launch(self.graph)
463
+ else:
464
+ self.tape = wp.Tape()
465
+ with self.tape:
466
+ self.forward()
467
+ self.tape.backward(self.loss)
468
+
469
+ rot_grad = self.tape.gradients[self.render_mesh.rot]
470
+ self.optimizer.step([rot_grad])
471
+ wp.launch(normalize, dim=1, inputs=[self.render_mesh.rot])
472
+
473
+ if self.iter % self.period == 0:
474
+ print(f"Iter: {self.iter} Loss: {self.loss}")
475
+
476
+ self.tape.zero()
477
+ self.loss.zero_()
478
+
479
+ self.iter = self.iter + 1
480
+
481
+ def render(self):
482
+ with wp.ScopedTimer("render"):
483
+ self.images[:, :, :, self.image_counter] = self.get_image()
484
+ self.image_counter += 1
485
+
486
+ def get_image(self):
487
+ return self.pixels.numpy().reshape((self.height, self.width, 3))
488
+
489
+ def get_animation(self):
490
+ fig, ax = plt.subplots()
491
+ plt.axis("off")
492
+ plt.subplots_adjust(top=1, bottom=0, right=1, left=0, hspace=0, wspace=0)
493
+ plt.margins(0, 0)
494
+
495
+ frames = []
496
+ for i in range(self.images.shape[3]):
497
+ frame = ax.imshow(self.images[:, :, :, i], animated=True)
498
+ frames.append([frame])
499
+
500
+ ani = animation.ArtistAnimation(fig, frames, interval=50, blit=True, repeat_delay=1000)
501
+ return ani
502
+
503
+
504
+ if __name__ == "__main__":
505
+ import argparse
506
+
507
+ parser = argparse.ArgumentParser(formatter_class=argparse.ArgumentDefaultsHelpFormatter)
508
+ parser.add_argument("--device", type=str, default=None, help="Override the default Warp device.")
509
+ parser.add_argument("--train_iters", type=int, default=150, help="Total number of training iterations.")
510
+ parser.add_argument("--height", type=int, default=1024, help="Height of rendered image in pixels.")
511
+ parser.add_argument(
512
+ "--headless",
513
+ action="store_true",
514
+ help="Run in headless mode, suppressing the opening of any graphical windows.",
515
+ )
516
+
517
+ args = parser.parse_known_args()[0]
518
+
519
+ with wp.ScopedDevice(args.device):
520
+ reference_example = Example(height=args.height)
521
+
522
+ # render target rotation
523
+ reference_example.ray_cast()
524
+
525
+ # offset mesh rotation
526
+ example = Example(
527
+ train_iters=args.train_iters,
528
+ height=args.height,
529
+ rot_array=[
530
+ 0.0,
531
+ (math.sqrt(3) - 1) / (2.0 * math.sqrt(2.0)),
532
+ 0.0,
533
+ (math.sqrt(3) + 1) / (2.0 * math.sqrt(2.0)),
534
+ ],
535
+ )
536
+
537
+ wp.copy(example.target_pixels, reference_example.pixels)
538
+
539
+ # recover target rotation
540
+ for i in range(example.train_iters):
541
+ example.step()
542
+
543
+ if i % example.period == 0:
544
+ example.render()
545
+
546
+ if not args.headless:
547
+ import matplotlib.animation as animation
548
+ import matplotlib.image as img
549
+ import matplotlib.pyplot as plt
550
+
551
+ target_image = reference_example.get_image()
552
+ target_image_filename = "example_diffray_target_image.png"
553
+ img.imsave(target_image_filename, target_image)
554
+ print(f"Saved the target image at `{target_image_filename}`")
555
+
556
+ final_image = example.get_image()
557
+ final_image_filename = "example_diffray_final_image.png"
558
+ img.imsave(final_image_filename, final_image)
559
+ print(f"Saved the final image at `{final_image_filename}`")
560
+
561
+ anim = example.get_animation()
562
+ anim_filename = "example_diffray_animation.gif"
563
+ anim.save(anim_filename, dpi=300, writer=animation.PillowWriter(fps=5))
564
+ print(f"Saved the animation at `{anim_filename}`")