import numpy as np from utils.render import vis_of_vertices, render_texture from scipy import ndimage def get_visibility(vertices, triangles, h, w): triangles = triangles.T vertices_vis = vis_of_vertices(vertices.T, triangles, h, w) vertices_vis = vertices_vis.astype(bool) for k in range(2): tri_vis = vertices_vis[triangles[0,:]] | vertices_vis[triangles[1,:]] | vertices_vis[triangles[2,:]] ind = triangles[:, tri_vis] vertices_vis[ind] = True # for k in range(2): # tri_vis = vertices_vis[triangles[0,:]] & vertices_vis[triangles[1,:]] & vertices_vis[triangles[2,:]] # ind = triangles[:, tri_vis] # vertices_vis[ind] = True vertices_vis = vertices_vis.astype(np.float32) #1 for visible and 0 for non-visible return vertices_vis def get_uv_mask(vertices_vis, triangles, uv_coords, h, w, resolution): triangles = triangles.T vertices_vis = vertices_vis.astype(np.float32) uv_mask = render_texture(uv_coords.T, vertices_vis[np.newaxis, :], triangles, resolution, resolution, 1) uv_mask = np.squeeze(uv_mask > 0) uv_mask = ndimage.binary_closing(uv_mask) uv_mask = ndimage.binary_erosion(uv_mask, structure = np.ones((4,4))) uv_mask = ndimage.binary_closing(uv_mask) uv_mask = ndimage.binary_erosion(uv_mask, structure = np.ones((4,4))) uv_mask = ndimage.binary_erosion(uv_mask, structure = np.ones((4,4))) uv_mask = ndimage.binary_erosion(uv_mask, structure = np.ones((4,4))) uv_mask = uv_mask.astype(np.float32) return np.squeeze(uv_mask) def get_depth_image(vertices, triangles, h, w, isShow = False): z = vertices[:, 2:] if isShow: z = z/max(z) depth_image = render_texture(vertices.T, z.T, triangles.T, h, w, 1) return np.squeeze(depth_image)