ECCV 2022
Initialization and Alignment for Adversarial Texture Optimization. ECCV 2022.
Xiaoming Zhao, Zhizhen Zhao, and Alexander G. Schwing.
conda env create -f environment.yaml
We set the following environment variables for later usage:
cd /path/to/this/repo
CODE_ROOT=$PWD
export TEX_INIT_DIR=${CODE_ROOT}/advtex_init_align/tex_init
export THIRDPARTY_DIR=${CODE_ROOT}/third_parties
mkdir -p ${THIRDPARTY_DIR}
And we use scene_04
as an example in this README:
export SCENE_ID=scene_04
We rely on PyTorch3D for rendering and rasterization. Please follow the official instruction to build it from source:
conda install -c conda-forge -c fvcore fvcore
conda install -c bottler nvidiacub
cd ${THIRDPARTY_DIR}
git clone https://github.com/facebookresearch/pytorch3d.git
cd pytorch3d && git checkout d07307a
pip install -e . --verbose
We self-collect data with an iOS App developed based on ARKit (XCode 13.1). Please download the dataset from the release page or this link, uncompress it, and place it under ${TEX_DIR}/dataset/uofi
. The structure should be:
.
+-- dataset
| +-- uofi
| | +-- scene_01
| | +-- scene_02
| | ...
The data is in binary format and consists of information for RGB, depth, camera matrices, and mesh. We provide a Python script to read data from it. Run the following command:
export PYTHONPATH=${CODE_ROOT}:$PYTHONPATH && \
python ${CODE_ROOT}/advtex_init_align/data/bin_data_reader.py \
--stream_dir ${CODE_ROOT}/dataset/uofi/${SCENE_ID} \
--save_dir ${CODE_ROOT}/dataset/extracted/${SCENE_ID}
The extracted data will be saved with structure:
.
+-- dataset
| +-- extracted
| | +-- scene_04
| | | +-- mesh.ply # file
| | | +-- rgb # folder
| | | +-- depth # folder
| | | +-- mat # folder
We provide a notebook to illustrate the format of the extracted data.
The code has been tested on Ubuntu 18.04 with GCC 7.5.0.
sudo apt-get install libmetis-dev libpng-dev libsuitesparse-dev libmpfr-dev libatlas-base-dev liblapack-dev libblas-dev
Manually install Eigen3.4:
cd ${THIRDPARTY_DIR}
wget https://gitlab.com/libeigen/eigen/-/archive/3.4/eigen-3.4.zip
unzip eigen-3.4.zip
Manuall install Boost 1.75.0. Please follow the official instruction to install Boost:
cd ${THIRDPARTY_DIR}
wget https://boostorg.jfrog.io/artifactory/main/release/1.75.0/source/boost_1_75_0.tar.bz2
tar --bzip2 -xf boost_1_75_0.tar.bz2
mkdir -p ${THIRDPARTY_DIR}/boost_1_75_0/build cd ${THIRDPARTY_DIR}/boost_1_75_0/ ./bootstrap.sh --prefix=${THIRDPARTY_DIR}/boost_1_75_0/build ./b2 install
4. Manually install [CGAL 5.1.5](https://github.com/CGAL/cgal). Please follow [the official instruction](https://doc.cgal.org/5.1.5/Manual/installation.html):
```bash
cd ${THIRDPARTY_DIR}
wget https://github.com/CGAL/cgal/releases/download/v5.1.5/CGAL-5.1.5.zip
unzip CGAL-5.1.5.zip
cd ${THIRDPARTY_DIR}/CGAL-5.1.5 && mkdir install && mkdir build && cd build
cmake -DCGAL_HEADER_ONLY=OFF -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../install ..
make
make install
Modify the Makefile based on your setup:
THIRDPARTY_DIR
to the value of ${THIRDPARTY_DIR}
;CUDA_ROOT
to your CUDA's root directory, e.g., /usr/local/cuda-11.1
.Then use the following command to compile TexInit execution file:
cd ${TEX_INIT_DIR}
make tex_init DEBUG=0 -j 8
We provide run.sh to illusrtate the overall pipeline. The following command will generate texture in ${CODE_ROOT}/experiments/uofi/${SCENE_ID}/optimized_texture_test_1_10
, which can be directly used in 3D rendering engine, e.g., Blender and MeshLab.
bash ${CODE_ROOT}/run.sh \
${CODE_ROOT} \
${SCENE_ID} \
run_train
The following command will compute and save quantitative results in ${CODE_ROOT}/experiments/uofi/${SCENE_ID}/test_1_10/eval_results
.
bash ${CODE_ROOT}/run.sh \
${CODE_ROOT} \
${SCENE_ID} \
run_eval
Download ScanNet raw data from the website. Place them under ${TEX_DIR}/dataset/scannet_raw
with structure:
.
+-- dataset
| +-- scannet_raw
| | +-- scene0000_00
| | | +-- scene0000_00.sens # file
| | | ...
| | +-- scene0001_00
...
We use scene0016_00
as an example:
export SCENE_ID=scene0016_00
We provide run_scannet.sh to illusrtate the overall pipeline. The following command will generate texture in ${CODE_ROOT}/experiments/scannet/${SCENE_ID}/optimized_texture_test_1_10
, which can be directly used in 3D rendering engine, e.g., Blender and MeshLab.
Note, since ScanNet's scenes contain thousands of high-resolution images, the processing time will be much longer than that of UofI Texture Scenes.
bash ${CODE_ROOT}/run_scannet.sh \
${CODE_ROOT} \
${SCENE_ID} \
run_train
The following command will compute and save quantitative results in ${CODE_ROOT}/experiments/scannet/${SCENE_ID}/test_1_10/eval_results
.
bash ${CODE_ROOT}/run_scannet.sh \
${CODE_ROOT} \
${SCENE_ID} \
run_eval
Xiaoming Zhao, Zhizhen Zhao, and Alexander G. Schwing. Initialization and Alignment for Adversarial Texture Optimization. ECCV 2022.
@inproceedings{zhao-tex2022, title = {Initialization and Alignment for Adversarial Texture Optimization}, author = {Xiaoming Zhao and Zhizhen Zhao and Alexander G. Schwing}, booktitle = {Proc. ECCV}, year = {2022}, }