%global _empty_manifest_terminate_build 0 Name: python-pysmtb Version: 0.2.7 Release: 1 Summary: python toolbox of (mostly) image-related helper / visualization functions License: MIT License URL: https://github.com/smerzbach/pysmtb Source0: https://mirrors.nju.edu.cn/pypi/web/packages/bd/2d/46e8882518917798b6bcc1d331272b2f27df45c3483b1c1cd582c83a5bc6/pysmtb-0.2.7.tar.gz BuildArch: noarch Requires: python3-click Requires: python3-colour-science Requires: python3-imageio Requires: python3-matplotlib Requires: python3-numpy Requires: python3-tqdm Requires: python3-openexr Requires: python3-PyQt5 Requires: python3-PyQt5 Requires: python3-PyQt5 Requires: python3-pyembree Requires: python3-trimesh %description # pysmtb python toolbox of image and rendering related helper / visualization functions ## Contents * [Installation](#installation) * [Interactive image viewer](#interactive-image-viewer) * [Deferred rendering using PyEmbree](#deferred-rendering-using-pyembree) * [Interactive Sliding Comparisons](#sliding-comparisons) ## Installation pysmtb is available on pypi.org and can be installed via pip in most environments: ```shell pip install pysmtb ``` Alternatively, this Git repository can be cloned and an environment can be set up manually using conda: ``` conda env create -f environment.yml conda activate pysmtb ``` ## Interactive image viewer `pysmtb.iv` provides an interactive (HDR) image viewer with automatic tonemapping: ```python from glob import glob from pysmtb.iv import iv from pysmtb.utils import read_exr fns = glob('*.exr') ims = [read_exr(fn)[0] for fn in fns] # by default, the viewer shows the first image and adjusts scale & offset to fit most of the dynamic range into the display range iv(ims) # tonemapping can be controlled iv(ims, autoscale=False, scale=10, gamma=2) # viewer can automatically arrange multiple images in a "collage" iv(ims, collage=True) ``` ```python # add labels onto each image iv(ims, labels=fns, annotate=True, annotate_numbers=False) ``` ![](examples/iv_labels.jpg) Collage mode can be further controlled, e.g., to pack images of different sizes more densely: ```python # test tight collage mode ims1 = [np.random.rand(25, 15, 3) for _ in range(10)] ims2 = [np.random.rand(10, 12, 3) for _ in range(10)] ims3 = [np.random.rand(15, 12, 1) for _ in range(8)] coll = collage(ims1 + ims2 + ims3, bw=1, tight=False) coll_tight = collage(ims1 + ims2 + ims3, bw=1, tight=True) iv.iv(dict(tight=coll_tight, non_tight=coll), collage=True, collageBorderWidth=1, collageBorderValue=1, annotate=True) ``` ## Deferred rendering using PyEmbree Under `pysmtb.geometry`, several utility functions for geometry generation and access are provided, along with functions that call PyEmbree to ray trace a scene, providing numpy ndarrays with, e.g., the 3D intersection points, light and view directions and so on. ```python import numpy as np from pysmtb.rendering import embree_render_deferred from pysmtb.iv import iv from pysmtb.utils import Dct, assign_masked # create simple test geometry sphere = create_unit_sphere(40) cube = create_unit_cube() # shift cube to the right cube.vertices += np.r_[1.5, 0., 0.][None] # visualize "scene" sh = scatter3(sphere['vertices'], '.') ax = sh.axes scatter3(cube['vertices'], '.', axes=ax) ``` **visualization:** 3D scatter plot of scene objects ```python # "scene" is represented simply as list of dictionaries, each with vertices, faces and uvs (texture coordinates) meshes = [] meshes.append(sphere) meshes.append(cube) # set camera resolution cam = Dct(res_x=384, res_y=256) # render scene with buffers = embree_render_deferred(meshes, with_tangent_frames=True, cam=cam, auto_cam=True, light_position=np.r_[0., 10., 0.]) view_dirs_local = assign_masked(buffers['hit'], buffers['view_dirs_local']) light_dirs_local = assign_masked(buffers['hit'], buffers['light_dirs_local']) # visualize resulting local light and view directions iv(view_dirs_local, light_dirs_local) ``` **visualization:** view and light vectors in tangent space ![](examples/geometry_view_light.png) We can manually call the individual steps (render a few times under randomized camera positions): ```python from pysmtb.rendering import normalize, create_unit_sphere, create_unit_cube, embree_intersect_scene, interpolate_vertex_attributes, get_local_dirs, get_bbox buffers = [] for i in range(16): # manually render for a bunch of random camera positions cam = Dct(res_x=128, res_y=96) cam.cx = cam.res_x / 2. cam.cy = cam.res_y / 2. cam.position = np.mean(bbox, axis=0) + (bbox_diam / 2 + 10. * np.random.rand()) * normalize(np.random.rand(3) - 0.5) # set up EmbreeScene scene, cam = embree_create_scene(meshes=meshes, cam=cam, auto_cam=True, auto_cam_bbox=True, auto_cam_visualize=False) # trace rays buffers.append(embree_intersect_scene(scene=scene, cam=cam)) # get per pixel interpolated vertex attributes (texture coordinates & tangent frames) buffers[-1] = interpolate_vertex_attributes(buffers[-1], meshes) # also compute global & local view directions view_dirs = get_local_dirs(buffers[-1], cam.position, normalized=True) buffers[-1]['view_dirs_local'] = view_dirs['dirs_local'] buffers[-1]['view_dirs_global'] = view_dirs['dirs_global'] # also compute global & local light directions light_dirs = get_local_dirs(buffers[-1], np.r_[0., 10., 0.], normalized=True) buffers[-1]['light_dirs_local'] = light_dirs['dirs_local'] buffers[-1]['light_dirs_global'] = light_dirs['dirs_global'] # num_hits x c --> res_y x res_x x c buffers for key in buffers[-1].keys(): if key in ['hit']: continue buffers[-1][key] = assign_masked(buffers[-1]['hit'], buffers[-1][key]) ``` **visualization:** the individual attributes | | | | | | | ------------------------------------------------------------ | ------------------------------------------------------------ | ------------------------------------------------------------ | ------------------------------------------------------------ | ------------------------------------------------------------ | | hit mask ![](examples/geometry_hit_mask.png) | depth ![](examples/geometry_depth.png) | mesh IDs ![](examples/geometry_geom_id.png) | primitive (triangle) IDs ![](examples/geometry_prim_id.png) | barycentric coordinates![](examples/geometry_barycentric_coordinates.png) | | 3D points ![](examples/geometry_points.png) | face normals ![](examples/geometry_face_normals.png) | vertex normals ![](examples/geometry_vertex_normals.png) | vertex tangents ![](examples/geometry_vertex_tangents.png) | vertex bitangents ![](examples/geometry_vertex_bitangents.png) | | view dirs (global) ![](examples/geometry_view_dirs_global.png) | view dirs (tangent space) ![](examples/geometry_view_dirs_local.png) | light dirs (global)![](examples/geometry_light_dirs_global.png) | light dirs (tangent space)![](examples/geometry_light_dirs_local.png) | texture coordinates ![](examples/geometry_texture_coordinates.png) | ### Technical notes Currently, meshes are represented as simple dictionaries with `vertices`, `faces`, `uvs` and optionally additional per-vertex attributes (e.g., tangents, bitangents and normals). This is due to a limitation in the `trimesh.Trimesh` class, namely that texture coordinates can only be specified per vertex and not per face, preventing proper unwrapping. Inputs of type `trimesh.Trimesh` or `trimesh.Scene` are therefore converted to dictionaries or lists of dictionaries with the above keys. The most important function is `embree_render_deferred()`: `embree_render_deferred()` produces inputs for deferred shading. It takes a list of meshes and a camera dictionary, as well as a point light position as input and returns `np.ndarray` buffers with all relevant geometric quantities per intersected pixel: 3D intersection points, interpolated vertex normals and tangents, normalized local and unnormalized global light and view directions. For additional light sources, `get_local_dirs()` can be used with the buffers returned from `embree_render_deferred()` and a light position. `embree_render_deferred()` calls the following functions: `embree_create_scene()`, `embree_intersect_scene()`, `interpolate_vertex_attributes()` and `get_local_dirs()`. - `embree_create_scene()` constructs an `EmbreeScene` object, given the list of meshes. Camera parameters are either user-specified, or will be set automatically (random camera position facing the scene center). Unless explicitly specified, the camera focal length is automatically set so that the scene tightly fits onto the camera sensor. Unless explicitly disabled, it computes per-vertex tangent frames, using each mesh's texture coordinates. - `embree_intersect_scene()` performs the actual ray tracing and returns a pixel mask with the camera's resolution indicating which pixels are hit, as well as buffers for all intersected pixels with the following attributes: geometry and triangle IDs for each intersection, intersection depth (distance from camera), 3D intersection point, barycentric coordinates within each triangle - `interpolate_vertex_attributes()` computes per pixel texture coordinates and tangent frames by interpolating with the barycentric coordinates returned from the `embree_intersect_scene()` currently some relevant features are not yet implemented but will be added in the future: - tracing shadow rays - camera distortion model - fallback tangent vector computation for meshes without texture coordinates ## Sliding Comparisons Images are best compared interactively by flipping back and forth, not statically side-by-side. Below is some simply HTML, CSS and JavaScript for producing side-by-side views of images or even animations / videos that can be compared interactively by a sliding divider that can be moved by hovering the mouse over the element. Embedding the necessary JavaScript into websites is trivial: ```html sliding comparison
``` Multiple image / video pairs can be arranged in a table-like structure and with a single flag the slider can be moved globally for all images alike (instead of `onmousemove="slider(event)"` just set `onmousemove="slider(event, true)"`. A slightly more elaborate example HTML document can be found under [/data/sliding_comparison.html](data/sliding_comparison.html) which should look and feel something like this: ![preview of sliding comparison](https://raw.githubusercontent.com/smerzbach/data/master/data/sliding_comparison.webp) %package -n python3-pysmtb Summary: python toolbox of (mostly) image-related helper / visualization functions Provides: python-pysmtb BuildRequires: python3-devel BuildRequires: python3-setuptools BuildRequires: python3-pip %description -n python3-pysmtb # pysmtb python toolbox of image and rendering related helper / visualization functions ## Contents * [Installation](#installation) * [Interactive image viewer](#interactive-image-viewer) * [Deferred rendering using PyEmbree](#deferred-rendering-using-pyembree) * [Interactive Sliding Comparisons](#sliding-comparisons) ## Installation pysmtb is available on pypi.org and can be installed via pip in most environments: ```shell pip install pysmtb ``` Alternatively, this Git repository can be cloned and an environment can be set up manually using conda: ``` conda env create -f environment.yml conda activate pysmtb ``` ## Interactive image viewer `pysmtb.iv` provides an interactive (HDR) image viewer with automatic tonemapping: ```python from glob import glob from pysmtb.iv import iv from pysmtb.utils import read_exr fns = glob('*.exr') ims = [read_exr(fn)[0] for fn in fns] # by default, the viewer shows the first image and adjusts scale & offset to fit most of the dynamic range into the display range iv(ims) # tonemapping can be controlled iv(ims, autoscale=False, scale=10, gamma=2) # viewer can automatically arrange multiple images in a "collage" iv(ims, collage=True) ``` ```python # add labels onto each image iv(ims, labels=fns, annotate=True, annotate_numbers=False) ``` ![](examples/iv_labels.jpg) Collage mode can be further controlled, e.g., to pack images of different sizes more densely: ```python # test tight collage mode ims1 = [np.random.rand(25, 15, 3) for _ in range(10)] ims2 = [np.random.rand(10, 12, 3) for _ in range(10)] ims3 = [np.random.rand(15, 12, 1) for _ in range(8)] coll = collage(ims1 + ims2 + ims3, bw=1, tight=False) coll_tight = collage(ims1 + ims2 + ims3, bw=1, tight=True) iv.iv(dict(tight=coll_tight, non_tight=coll), collage=True, collageBorderWidth=1, collageBorderValue=1, annotate=True) ``` ## Deferred rendering using PyEmbree Under `pysmtb.geometry`, several utility functions for geometry generation and access are provided, along with functions that call PyEmbree to ray trace a scene, providing numpy ndarrays with, e.g., the 3D intersection points, light and view directions and so on. ```python import numpy as np from pysmtb.rendering import embree_render_deferred from pysmtb.iv import iv from pysmtb.utils import Dct, assign_masked # create simple test geometry sphere = create_unit_sphere(40) cube = create_unit_cube() # shift cube to the right cube.vertices += np.r_[1.5, 0., 0.][None] # visualize "scene" sh = scatter3(sphere['vertices'], '.') ax = sh.axes scatter3(cube['vertices'], '.', axes=ax) ``` **visualization:** 3D scatter plot of scene objects ```python # "scene" is represented simply as list of dictionaries, each with vertices, faces and uvs (texture coordinates) meshes = [] meshes.append(sphere) meshes.append(cube) # set camera resolution cam = Dct(res_x=384, res_y=256) # render scene with buffers = embree_render_deferred(meshes, with_tangent_frames=True, cam=cam, auto_cam=True, light_position=np.r_[0., 10., 0.]) view_dirs_local = assign_masked(buffers['hit'], buffers['view_dirs_local']) light_dirs_local = assign_masked(buffers['hit'], buffers['light_dirs_local']) # visualize resulting local light and view directions iv(view_dirs_local, light_dirs_local) ``` **visualization:** view and light vectors in tangent space ![](examples/geometry_view_light.png) We can manually call the individual steps (render a few times under randomized camera positions): ```python from pysmtb.rendering import normalize, create_unit_sphere, create_unit_cube, embree_intersect_scene, interpolate_vertex_attributes, get_local_dirs, get_bbox buffers = [] for i in range(16): # manually render for a bunch of random camera positions cam = Dct(res_x=128, res_y=96) cam.cx = cam.res_x / 2. cam.cy = cam.res_y / 2. cam.position = np.mean(bbox, axis=0) + (bbox_diam / 2 + 10. * np.random.rand()) * normalize(np.random.rand(3) - 0.5) # set up EmbreeScene scene, cam = embree_create_scene(meshes=meshes, cam=cam, auto_cam=True, auto_cam_bbox=True, auto_cam_visualize=False) # trace rays buffers.append(embree_intersect_scene(scene=scene, cam=cam)) # get per pixel interpolated vertex attributes (texture coordinates & tangent frames) buffers[-1] = interpolate_vertex_attributes(buffers[-1], meshes) # also compute global & local view directions view_dirs = get_local_dirs(buffers[-1], cam.position, normalized=True) buffers[-1]['view_dirs_local'] = view_dirs['dirs_local'] buffers[-1]['view_dirs_global'] = view_dirs['dirs_global'] # also compute global & local light directions light_dirs = get_local_dirs(buffers[-1], np.r_[0., 10., 0.], normalized=True) buffers[-1]['light_dirs_local'] = light_dirs['dirs_local'] buffers[-1]['light_dirs_global'] = light_dirs['dirs_global'] # num_hits x c --> res_y x res_x x c buffers for key in buffers[-1].keys(): if key in ['hit']: continue buffers[-1][key] = assign_masked(buffers[-1]['hit'], buffers[-1][key]) ``` **visualization:** the individual attributes | | | | | | | ------------------------------------------------------------ | ------------------------------------------------------------ | ------------------------------------------------------------ | ------------------------------------------------------------ | ------------------------------------------------------------ | | hit mask ![](examples/geometry_hit_mask.png) | depth ![](examples/geometry_depth.png) | mesh IDs ![](examples/geometry_geom_id.png) | primitive (triangle) IDs ![](examples/geometry_prim_id.png) | barycentric coordinates![](examples/geometry_barycentric_coordinates.png) | | 3D points ![](examples/geometry_points.png) | face normals ![](examples/geometry_face_normals.png) | vertex normals ![](examples/geometry_vertex_normals.png) | vertex tangents ![](examples/geometry_vertex_tangents.png) | vertex bitangents ![](examples/geometry_vertex_bitangents.png) | | view dirs (global) ![](examples/geometry_view_dirs_global.png) | view dirs (tangent space) ![](examples/geometry_view_dirs_local.png) | light dirs (global)![](examples/geometry_light_dirs_global.png) | light dirs (tangent space)![](examples/geometry_light_dirs_local.png) | texture coordinates ![](examples/geometry_texture_coordinates.png) | ### Technical notes Currently, meshes are represented as simple dictionaries with `vertices`, `faces`, `uvs` and optionally additional per-vertex attributes (e.g., tangents, bitangents and normals). This is due to a limitation in the `trimesh.Trimesh` class, namely that texture coordinates can only be specified per vertex and not per face, preventing proper unwrapping. Inputs of type `trimesh.Trimesh` or `trimesh.Scene` are therefore converted to dictionaries or lists of dictionaries with the above keys. The most important function is `embree_render_deferred()`: `embree_render_deferred()` produces inputs for deferred shading. It takes a list of meshes and a camera dictionary, as well as a point light position as input and returns `np.ndarray` buffers with all relevant geometric quantities per intersected pixel: 3D intersection points, interpolated vertex normals and tangents, normalized local and unnormalized global light and view directions. For additional light sources, `get_local_dirs()` can be used with the buffers returned from `embree_render_deferred()` and a light position. `embree_render_deferred()` calls the following functions: `embree_create_scene()`, `embree_intersect_scene()`, `interpolate_vertex_attributes()` and `get_local_dirs()`. - `embree_create_scene()` constructs an `EmbreeScene` object, given the list of meshes. Camera parameters are either user-specified, or will be set automatically (random camera position facing the scene center). Unless explicitly specified, the camera focal length is automatically set so that the scene tightly fits onto the camera sensor. Unless explicitly disabled, it computes per-vertex tangent frames, using each mesh's texture coordinates. - `embree_intersect_scene()` performs the actual ray tracing and returns a pixel mask with the camera's resolution indicating which pixels are hit, as well as buffers for all intersected pixels with the following attributes: geometry and triangle IDs for each intersection, intersection depth (distance from camera), 3D intersection point, barycentric coordinates within each triangle - `interpolate_vertex_attributes()` computes per pixel texture coordinates and tangent frames by interpolating with the barycentric coordinates returned from the `embree_intersect_scene()` currently some relevant features are not yet implemented but will be added in the future: - tracing shadow rays - camera distortion model - fallback tangent vector computation for meshes without texture coordinates ## Sliding Comparisons Images are best compared interactively by flipping back and forth, not statically side-by-side. Below is some simply HTML, CSS and JavaScript for producing side-by-side views of images or even animations / videos that can be compared interactively by a sliding divider that can be moved by hovering the mouse over the element. Embedding the necessary JavaScript into websites is trivial: ```html sliding comparison
``` Multiple image / video pairs can be arranged in a table-like structure and with a single flag the slider can be moved globally for all images alike (instead of `onmousemove="slider(event)"` just set `onmousemove="slider(event, true)"`. A slightly more elaborate example HTML document can be found under [/data/sliding_comparison.html](data/sliding_comparison.html) which should look and feel something like this: ![preview of sliding comparison](https://raw.githubusercontent.com/smerzbach/data/master/data/sliding_comparison.webp) %package help Summary: Development documents and examples for pysmtb Provides: python3-pysmtb-doc %description help # pysmtb python toolbox of image and rendering related helper / visualization functions ## Contents * [Installation](#installation) * [Interactive image viewer](#interactive-image-viewer) * [Deferred rendering using PyEmbree](#deferred-rendering-using-pyembree) * [Interactive Sliding Comparisons](#sliding-comparisons) ## Installation pysmtb is available on pypi.org and can be installed via pip in most environments: ```shell pip install pysmtb ``` Alternatively, this Git repository can be cloned and an environment can be set up manually using conda: ``` conda env create -f environment.yml conda activate pysmtb ``` ## Interactive image viewer `pysmtb.iv` provides an interactive (HDR) image viewer with automatic tonemapping: ```python from glob import glob from pysmtb.iv import iv from pysmtb.utils import read_exr fns = glob('*.exr') ims = [read_exr(fn)[0] for fn in fns] # by default, the viewer shows the first image and adjusts scale & offset to fit most of the dynamic range into the display range iv(ims) # tonemapping can be controlled iv(ims, autoscale=False, scale=10, gamma=2) # viewer can automatically arrange multiple images in a "collage" iv(ims, collage=True) ``` ```python # add labels onto each image iv(ims, labels=fns, annotate=True, annotate_numbers=False) ``` ![](examples/iv_labels.jpg) Collage mode can be further controlled, e.g., to pack images of different sizes more densely: ```python # test tight collage mode ims1 = [np.random.rand(25, 15, 3) for _ in range(10)] ims2 = [np.random.rand(10, 12, 3) for _ in range(10)] ims3 = [np.random.rand(15, 12, 1) for _ in range(8)] coll = collage(ims1 + ims2 + ims3, bw=1, tight=False) coll_tight = collage(ims1 + ims2 + ims3, bw=1, tight=True) iv.iv(dict(tight=coll_tight, non_tight=coll), collage=True, collageBorderWidth=1, collageBorderValue=1, annotate=True) ``` ## Deferred rendering using PyEmbree Under `pysmtb.geometry`, several utility functions for geometry generation and access are provided, along with functions that call PyEmbree to ray trace a scene, providing numpy ndarrays with, e.g., the 3D intersection points, light and view directions and so on. ```python import numpy as np from pysmtb.rendering import embree_render_deferred from pysmtb.iv import iv from pysmtb.utils import Dct, assign_masked # create simple test geometry sphere = create_unit_sphere(40) cube = create_unit_cube() # shift cube to the right cube.vertices += np.r_[1.5, 0., 0.][None] # visualize "scene" sh = scatter3(sphere['vertices'], '.') ax = sh.axes scatter3(cube['vertices'], '.', axes=ax) ``` **visualization:** 3D scatter plot of scene objects ```python # "scene" is represented simply as list of dictionaries, each with vertices, faces and uvs (texture coordinates) meshes = [] meshes.append(sphere) meshes.append(cube) # set camera resolution cam = Dct(res_x=384, res_y=256) # render scene with buffers = embree_render_deferred(meshes, with_tangent_frames=True, cam=cam, auto_cam=True, light_position=np.r_[0., 10., 0.]) view_dirs_local = assign_masked(buffers['hit'], buffers['view_dirs_local']) light_dirs_local = assign_masked(buffers['hit'], buffers['light_dirs_local']) # visualize resulting local light and view directions iv(view_dirs_local, light_dirs_local) ``` **visualization:** view and light vectors in tangent space ![](examples/geometry_view_light.png) We can manually call the individual steps (render a few times under randomized camera positions): ```python from pysmtb.rendering import normalize, create_unit_sphere, create_unit_cube, embree_intersect_scene, interpolate_vertex_attributes, get_local_dirs, get_bbox buffers = [] for i in range(16): # manually render for a bunch of random camera positions cam = Dct(res_x=128, res_y=96) cam.cx = cam.res_x / 2. cam.cy = cam.res_y / 2. cam.position = np.mean(bbox, axis=0) + (bbox_diam / 2 + 10. * np.random.rand()) * normalize(np.random.rand(3) - 0.5) # set up EmbreeScene scene, cam = embree_create_scene(meshes=meshes, cam=cam, auto_cam=True, auto_cam_bbox=True, auto_cam_visualize=False) # trace rays buffers.append(embree_intersect_scene(scene=scene, cam=cam)) # get per pixel interpolated vertex attributes (texture coordinates & tangent frames) buffers[-1] = interpolate_vertex_attributes(buffers[-1], meshes) # also compute global & local view directions view_dirs = get_local_dirs(buffers[-1], cam.position, normalized=True) buffers[-1]['view_dirs_local'] = view_dirs['dirs_local'] buffers[-1]['view_dirs_global'] = view_dirs['dirs_global'] # also compute global & local light directions light_dirs = get_local_dirs(buffers[-1], np.r_[0., 10., 0.], normalized=True) buffers[-1]['light_dirs_local'] = light_dirs['dirs_local'] buffers[-1]['light_dirs_global'] = light_dirs['dirs_global'] # num_hits x c --> res_y x res_x x c buffers for key in buffers[-1].keys(): if key in ['hit']: continue buffers[-1][key] = assign_masked(buffers[-1]['hit'], buffers[-1][key]) ``` **visualization:** the individual attributes | | | | | | | ------------------------------------------------------------ | ------------------------------------------------------------ | ------------------------------------------------------------ | ------------------------------------------------------------ | ------------------------------------------------------------ | | hit mask ![](examples/geometry_hit_mask.png) | depth ![](examples/geometry_depth.png) | mesh IDs ![](examples/geometry_geom_id.png) | primitive (triangle) IDs ![](examples/geometry_prim_id.png) | barycentric coordinates![](examples/geometry_barycentric_coordinates.png) | | 3D points ![](examples/geometry_points.png) | face normals ![](examples/geometry_face_normals.png) | vertex normals ![](examples/geometry_vertex_normals.png) | vertex tangents ![](examples/geometry_vertex_tangents.png) | vertex bitangents ![](examples/geometry_vertex_bitangents.png) | | view dirs (global) ![](examples/geometry_view_dirs_global.png) | view dirs (tangent space) ![](examples/geometry_view_dirs_local.png) | light dirs (global)![](examples/geometry_light_dirs_global.png) | light dirs (tangent space)![](examples/geometry_light_dirs_local.png) | texture coordinates ![](examples/geometry_texture_coordinates.png) | ### Technical notes Currently, meshes are represented as simple dictionaries with `vertices`, `faces`, `uvs` and optionally additional per-vertex attributes (e.g., tangents, bitangents and normals). This is due to a limitation in the `trimesh.Trimesh` class, namely that texture coordinates can only be specified per vertex and not per face, preventing proper unwrapping. Inputs of type `trimesh.Trimesh` or `trimesh.Scene` are therefore converted to dictionaries or lists of dictionaries with the above keys. The most important function is `embree_render_deferred()`: `embree_render_deferred()` produces inputs for deferred shading. It takes a list of meshes and a camera dictionary, as well as a point light position as input and returns `np.ndarray` buffers with all relevant geometric quantities per intersected pixel: 3D intersection points, interpolated vertex normals and tangents, normalized local and unnormalized global light and view directions. For additional light sources, `get_local_dirs()` can be used with the buffers returned from `embree_render_deferred()` and a light position. `embree_render_deferred()` calls the following functions: `embree_create_scene()`, `embree_intersect_scene()`, `interpolate_vertex_attributes()` and `get_local_dirs()`. - `embree_create_scene()` constructs an `EmbreeScene` object, given the list of meshes. Camera parameters are either user-specified, or will be set automatically (random camera position facing the scene center). Unless explicitly specified, the camera focal length is automatically set so that the scene tightly fits onto the camera sensor. Unless explicitly disabled, it computes per-vertex tangent frames, using each mesh's texture coordinates. - `embree_intersect_scene()` performs the actual ray tracing and returns a pixel mask with the camera's resolution indicating which pixels are hit, as well as buffers for all intersected pixels with the following attributes: geometry and triangle IDs for each intersection, intersection depth (distance from camera), 3D intersection point, barycentric coordinates within each triangle - `interpolate_vertex_attributes()` computes per pixel texture coordinates and tangent frames by interpolating with the barycentric coordinates returned from the `embree_intersect_scene()` currently some relevant features are not yet implemented but will be added in the future: - tracing shadow rays - camera distortion model - fallback tangent vector computation for meshes without texture coordinates ## Sliding Comparisons Images are best compared interactively by flipping back and forth, not statically side-by-side. Below is some simply HTML, CSS and JavaScript for producing side-by-side views of images or even animations / videos that can be compared interactively by a sliding divider that can be moved by hovering the mouse over the element. Embedding the necessary JavaScript into websites is trivial: ```html sliding comparison
``` Multiple image / video pairs can be arranged in a table-like structure and with a single flag the slider can be moved globally for all images alike (instead of `onmousemove="slider(event)"` just set `onmousemove="slider(event, true)"`. A slightly more elaborate example HTML document can be found under [/data/sliding_comparison.html](data/sliding_comparison.html) which should look and feel something like this: ![preview of sliding comparison](https://raw.githubusercontent.com/smerzbach/data/master/data/sliding_comparison.webp) %prep %autosetup -n pysmtb-0.2.7 %build %py3_build %install %py3_install install -d -m755 %{buildroot}/%{_pkgdocdir} if [ -d doc ]; then cp -arf doc %{buildroot}/%{_pkgdocdir}; fi if [ -d docs ]; then cp -arf docs %{buildroot}/%{_pkgdocdir}; fi if [ -d example ]; then cp -arf example %{buildroot}/%{_pkgdocdir}; fi if [ -d examples ]; then cp -arf examples %{buildroot}/%{_pkgdocdir}; fi pushd %{buildroot} if [ -d usr/lib ]; then find usr/lib -type f -printf "/%h/%f\n" >> filelist.lst fi if [ -d usr/lib64 ]; then find usr/lib64 -type f -printf "/%h/%f\n" >> filelist.lst fi if [ -d usr/bin ]; then find usr/bin -type f -printf "/%h/%f\n" >> filelist.lst fi if [ -d usr/sbin ]; then find usr/sbin -type f -printf "/%h/%f\n" >> filelist.lst fi touch doclist.lst if [ -d usr/share/man ]; then find usr/share/man -type f -printf "/%h/%f.gz\n" >> doclist.lst fi popd mv %{buildroot}/filelist.lst . mv %{buildroot}/doclist.lst . %files -n python3-pysmtb -f filelist.lst %dir %{python3_sitelib}/* %files help -f doclist.lst %{_docdir}/* %changelog * Mon May 29 2023 Python_Bot - 0.2.7-1 - Package Spec generated