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movi_ab_worker.py
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movi_ab_worker.py
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# Copyright 2022 The Kubric Authors
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# https://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
"""
Worker file for the Multi-Object Video (MOVi) datasets A and B.
Objects:
* The number of objects is randomly chosen between
--min_num_objects (3) and --max_num_objects (10)
* The objects are randomly chosen from either the CLEVR (MOVi-A) or the
KuBasic set.
* They are either rubber or metallic with different different colors and sizes
MOVid-A
--camera=clevr --background=clevr --objects_set=clevr
--min_num_objects=3 --max_num_objects=10
MOVid-B
--camera=random --background=colored --objects_set=kubasic
--min_num_objects=3 --max_num_objects=10
"""
import logging
import kubric as kb
from kubric.simulator import PyBullet
from kubric.renderer import Blender
import numpy as np
# --- Some configuration values
# the region in which to place objects [(min), (max)]
SPAWN_REGION = [(-5, -5, 1), (5, 5, 5)]
VELOCITY_RANGE = [(-4., -4., 0.), (4., 4., 0.)]
CLEVR_OBJECTS = ("cube", "cylinder", "sphere")
KUBASIC_OBJECTS = ("cube", "cylinder", "sphere", "cone", "torus", "gear",
"torus_knot", "sponge", "spot", "teapot", "suzanne")
# --- CLI arguments
parser = kb.ArgumentParser()
# Configuration for the objects of the scene
parser.add_argument("--objects_set", choices=["clevr", "kubasic"],
default="clevr")
parser.add_argument("--min_num_objects", type=int, default=3,
help="minimum number of objects")
parser.add_argument("--max_num_objects", type=int, default=10,
help="maximum number of objects")
# Configuration for the floor and background
parser.add_argument("--floor_friction", type=float, default=0.3)
parser.add_argument("--floor_restitution", type=float, default=0.5)
parser.add_argument("--background", choices=["clevr", "colored"],
default="clevr")
# Configuration for the camera
parser.add_argument("--camera", choices=["clevr", "random"], default="clevr")
# Configuration for the source of the assets
parser.add_argument("--kubasic_assets", type=str,
default="gs://kubric-public/assets/KuBasic/KuBasic.json")
parser.add_argument("--save_state", dest="save_state", action="store_true")
parser.set_defaults(save_state=False, frame_end=24, frame_rate=12,
resolution=256)
FLAGS = parser.parse_args()
# --- Common setups & resources
scene, rng, output_dir, scratch_dir = kb.setup(FLAGS)
simulator = PyBullet(scene, scratch_dir)
renderer = Blender(scene, scratch_dir, samples_per_pixel=64)
kubasic = kb.AssetSource.from_manifest(FLAGS.kubasic_assets)
# --- Populate the scene
# Floor / Background
logging.info("Creating a large gray floor...")
floor_material = kb.PrincipledBSDFMaterial(roughness=1., specular=0.)
scene += kubasic.create("dome", name="floor", material=floor_material,
scale=2.0,
friction=FLAGS.floor_friction,
restitution=FLAGS.floor_restitution,
static=True, background=True)
if FLAGS.background == "clevr":
floor_material.color = kb.Color.from_name("gray")
scene.metadata["background"] = "clevr"
elif FLAGS.background == "colored":
floor_material.color = kb.random_hue_color()
scene.metadata["background"] = floor_material.color.hexstr
# Lights
logging.info("Adding four (studio) lights to the scene similar to CLEVR...")
scene.add(kb.assets.utils.get_clevr_lights(rng=rng))
scene.ambient_illumination = kb.Color(0.05, 0.05, 0.05)
# Camera
logging.info("Setting up the Camera...")
scene.camera = kb.PerspectiveCamera(focal_length=35., sensor_width=32)
if FLAGS.camera == "clevr": # Specific position + jitter
scene.camera.position = [7.48113, -6.50764, 5.34367] + rng.rand(3)
if FLAGS.camera == "random": # Random position in half-sphere-shell
scene.camera.position = kb.sample_point_in_half_sphere_shell(
inner_radius=7., outer_radius=9., offset=0.1)
scene.camera.look_at((0, 0, 0))
# Add random objects
num_objects = rng.randint(FLAGS.min_num_objects,
FLAGS.max_num_objects+1)
logging.info("Randomly placing %d objects:", num_objects)
for i in range(num_objects):
if FLAGS.objects_set == "clevr":
shape_name = rng.choice(CLEVR_OBJECTS)
size_label, size = kb.randomness.sample_sizes("clevr", rng)
color_label, random_color = kb.randomness.sample_color("clevr", rng)
else: # FLAGS.object_set == "kubasic":
shape_name = rng.choice(KUBASIC_OBJECTS)
size_label, size = kb.randomness.sample_sizes("uniform", rng)
color_label, random_color = kb.randomness.sample_color("uniform_hue", rng)
material_name = rng.choice(["metal", "rubber"])
obj = kubasic.create(
asset_id=shape_name, scale=size,
name=f"{size_label} {color_label} {material_name} {shape_name}")
assert isinstance(obj, kb.FileBasedObject)
if material_name == "metal":
obj.material = kb.PrincipledBSDFMaterial(color=random_color, metallic=1.0,
roughness=0.2, ior=2.5)
obj.friction = 0.4
obj.restitution = 0.3
obj.mass *= 2.7 * size**3
else: # material_name == "rubber"
obj.material = kb.PrincipledBSDFMaterial(color=random_color, metallic=0.,
ior=1.25, roughness=0.7,
specular=0.33)
obj.friction = 0.8
obj.restitution = 0.7
obj.mass *= 1.1 * size**3
obj.metadata = {
"shape": shape_name.lower(),
"size": size,
"size_label": size_label,
"material": material_name.lower(),
"color": random_color.rgb,
"color_label": color_label,
}
scene.add(obj)
kb.move_until_no_overlap(obj, simulator, spawn_region=SPAWN_REGION, rng=rng)
# initialize velocity randomly but biased towards center
obj.velocity = (rng.uniform(*VELOCITY_RANGE) -
[obj.position[0], obj.position[1], 0])
logging.info(" Added %s at %s", obj.asset_id, obj.position)
if FLAGS.save_state:
logging.info("Saving the simulator state to '%s' prior to the simulation.",
output_dir / "scene.bullet")
simulator.save_state(output_dir / "scene.bullet")
# Run dynamic objects simulation
logging.info("Running the simulation ...")
animation, collisions = simulator.run(frame_start=0,
frame_end=scene.frame_end+1)
# --- Rendering
if FLAGS.save_state:
logging.info("Saving the renderer state to '%s' ",
output_dir / "scene.blend")
renderer.save_state(output_dir / "scene.blend")
logging.info("Rendering the scene ...")
data_stack = renderer.render()
# --- Postprocessing
kb.compute_visibility(data_stack["segmentation"], scene.assets)
visible_foreground_assets = [asset for asset in scene.foreground_assets
if np.max(asset.metadata["visibility"]) > 0]
visible_foreground_assets = sorted( # sort assets by their visibility
visible_foreground_assets,
key=lambda asset: np.sum(asset.metadata["visibility"]),
reverse=True)
data_stack["segmentation"] = kb.adjust_segmentation_idxs(
data_stack["segmentation"],
scene.assets,
visible_foreground_assets)
scene.metadata["num_instances"] = len(visible_foreground_assets)
# Save to image files
kb.write_image_dict(data_stack, output_dir)
kb.post_processing.compute_bboxes(data_stack["segmentation"],
visible_foreground_assets)
# --- Metadata
logging.info("Collecting and storing metadata for each object.")
kb.write_json(filename=output_dir / "metadata.json", data={
"flags": vars(FLAGS),
"metadata": kb.get_scene_metadata(scene),
"camera": kb.get_camera_info(scene.camera),
"instances": kb.get_instance_info(scene, visible_foreground_assets),
})
kb.write_json(filename=output_dir / "events.json", data={
"collisions": kb.process_collisions(
collisions, scene, assets_subset=visible_foreground_assets),
})
kb.done()