half-potato / nmf

Our method takes as input a collection of images (100 in our experiments) with known cameras, and outputs the volumetric density and normals, materials (BRDFs), and far-field illumination (environment map) of the scene.
https://half-potato.gitlab.io/posts/nmf/
MIT License
52 stars 3 forks source link

How did you relight the ball scene of shiny blender? #19

Open cmh1027 opened 6 months ago

cmh1027 commented 6 months ago

I can't find texture map or blender file of ball scene in RefNeRF repo, but I see relighted result of ball is reported on your paper. Is there any script file you guys used for relighting the ball?

half-potato commented 6 months ago

Checkout the relighting dataset

cmh1027 commented 6 months ago

Can you share the script for relighting for the ball, or blend file? I want to do relighting with env maps used in NVDiffrecMC

half-potato commented 6 months ago

Is this blend script what you are looking for? Just change out the envmap in blender.

# A simple script that uses blender to render views of a single object by rotation the camera around it.
# Also produces depth map at the same time.

import argparse, sys, os
import json
import bpy
import mathutils
import numpy as np

DEBUG = False

VIEWS = 100
RESOLUTION = 800
RESULTS_PATH = 'train'
DEPTH_SCALE = 1.4
COLOR_DEPTH = 8
FORMAT = 'PNG'
RANDOM_VIEWS = True

fp = bpy.path.abspath(f"//{RESULTS_PATH}")

def listify_matrix(matrix):
    matrix_list = []
    for row in matrix:
        matrix_list.append(list(row))
    return matrix_list

if not os.path.exists(fp):
    os.makedirs(fp)

# Data to store in JSON file
out_data = {
    'camera_angle_x': bpy.data.objects['Camera'].data.angle_x,
}

# Render Optimizations
bpy.context.scene.render.use_persistent_data = True

# Set up rendering of depth map.
bpy.context.scene.use_nodes = True
tree = bpy.context.scene.node_tree
links = tree.links

# Add passes for additionally dumping albedo and normals.
bpy.context.scene.view_layers["RenderLayer"].use_pass_normal = True
#bpy.context.scene.render.image_settings.file_format = str(FORMAT)
#bpy.context.scene.render.image_settings.color_depth = str(COLOR_DEPTH)

# Create input render layer node.
render_layers = tree.nodes.new('CompositorNodeRLayers')

depth_file_output = tree.nodes.new(type="CompositorNodeOutputFile")
depth_file_output.label = 'Depth Output'
if FORMAT == 'OPEN_EXR':
  links.new(render_layers.outputs['Depth'], depth_file_output.inputs[0])
else:
  # Remap as other types can not represent the full range of depth.
  map = tree.nodes.new(type="CompositorNodeMapValue")
  # Size is chosen kind of arbitrarily, try out until you're satisfied with resulting depth map.
  map.offset = [-0.7]
  map.size = [DEPTH_SCALE]
  map.use_min = True
  map.min = [0]
  links.new(render_layers.outputs['Depth'], map.inputs[0])

  links.new(map.outputs[0], depth_file_output.inputs[0])

normal_file_output = tree.nodes.new(type="CompositorNodeOutputFile")
normal_file_output.label = 'Normal Output'
links.new(render_layers.outputs['Normal'], normal_file_output.inputs[0])

# Background
bpy.context.scene.render.dither_intensity = 0.0
#bpy.context.scene.render.film_transparent = True

# Create collection for objects not to render with background

objs = [ob for ob in bpy.context.scene.objects if ob.type in ('EMPTY')]
bpy.ops.object.delete({"selected_objects": objs})

def parent_obj_to_camera(b_camera):
    origin = (0, 0, 0)
    b_empty = bpy.data.objects.new("Empty", None)
    b_empty.location = origin
    b_camera.parent = b_empty  # setup parenting

    scn = bpy.context.scene
    scn.collection.objects.link(b_empty)
    bpy.context.view_layer.objects.active = b_empty
    # scn.objects.active = b_empty
    return b_empty

scene = bpy.context.scene
scene.render.resolution_x = RESOLUTION
scene.render.resolution_y = RESOLUTION
scene.render.resolution_percentage = 100

cam = scene.objects['Camera']
cam.location = (0, 4.0, 0.5)
cam_constraint = cam.constraints.new(type='TRACK_TO')
cam_constraint.track_axis = 'TRACK_NEGATIVE_Z'
cam_constraint.up_axis = 'UP_Y'
b_empty = parent_obj_to_camera(cam)
cam_constraint.target = b_empty

#scene.render.image_settings.file_format = 'PNG'  # set output format to .png

from math import radians

stepsize = 360.0 / VIEWS
rotation_mode = 'XYZ'

for output_node in [depth_file_output, normal_file_output]:
    output_node.base_path = ''

out_data['frames'] = []

for i in range(0, VIEWS):
    if RANDOM_VIEWS:
        scene.render.filepath = fp + '/r_' + str(i)
        b_empty.rotation_euler = np.random.uniform(0, 2*np.pi, size=3)
    else:
        print("Rotation {}, {}".format((stepsize * i), radians(stepsize * i)))
        scene.render.filepath = fp + '/r_{0:03d}'.format(int(i * stepsize))

    # depth_file_output.file_slots[0].path = scene.render.filepath + "_depth_"
    # normal_file_output.file_slots[0].path = scene.render.filepath + "_normal_"

    if DEBUG:
        break
    else:
        bpy.ops.render.render(write_still=True)  # render still

    frame_data = {
        'file_path': scene.render.filepath,
        'rotation': radians(stepsize),
        'transform_matrix': listify_matrix(cam.matrix_world)
    }
    out_data['frames'].append(frame_data)

    if RANDOM_VIEWS:
        b_empty.rotation_euler = np.random.uniform(0, 2*np.pi, size=3)
    else:
        b_empty.rotation_euler[2] += radians(stepsize)

if not DEBUG:
    with open(fp + '/' + 'transforms.json', 'w') as out_file:
        json.dump(out_data, out_file, indent=4)
cmh1027 commented 6 months ago

But I couldn't find ball.blend file in the original ref-nerf repository. Where did you find it?

half-potato commented 6 months ago

https://drive.google.com/file/d/1Ii--GE9KwU5NJZ9WwbBxYLfKGH740YQx/view?usp=sharing

cmh1027 commented 6 months ago

@half-potato forest_r_003 forest_r_003_recon These images are relighted images of coffee rendered on envmap forest.hdr (GT and prediction for each) As you can see, the predicted one has very dark ambience. I'm not sure if I did something wrong while following the instruction in repo. How do you think?

half-potato commented 6 months ago

There is an arbitrary multiplier on the brightness, a global scaling that must be tuned when transferring a lighting condition. It is fundamental to the problem of relighting. Finding this global scaling isn't done on prediction phase, so it must be done when either testing PSNR or displaying the image.

cmh1027 commented 6 months ago

Is it done manually?

half-potato commented 6 months ago

No. It's just the ratio between the average brightness of the target images and the predicted images.

gkouros commented 6 months ago

https://drive.google.com/file/d/1Ii--GE9KwU5NJZ9WwbBxYLfKGH740YQx/view?usp=sharing

This doesn't seem to be the same blender model used for rendering the ball scene.

This is what I see in blender: Screenshot from 2024-03-04 10-52-28

half-potato commented 6 months ago

Just change the parameters for the shader.

cmh1027 commented 6 months ago

The 'ball' scene was rendered in Python using a Phong BRDF, which is not available in Blender. The geometry is a unit sphere, and the two rough "bands" are at (abs(x) < 0.15) || (abs(y) < 0.15). The rough bands have a Phong exponent of 50, with the rest set to 500.

The original README file states like this. Is it possible to simulate the same Phong condition in Blender?

half-potato commented 6 months ago

Oh Dor has a script for that. Not sure where it is, email him. The relighting dataset uses blender GGX though.