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renderer.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>Renderer</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body, div { margin: 0; padding: 0; }
.renderer { border: dashed #000000; }
</style>
</head>
<body>
<div id="container" style="display: flex; justify-content: center; align-items: center;"></div>
<div id="progressBar" style="text-align: center;"> </div>
</body>
<script type="module">
import * as THREE from 'https://unpkg.com/three?module';
import WebGL from 'https://unpkg.com/three/examples/jsm/capabilities/WebGL.js?module';
import { OBJLoader } from 'https://unpkg.com/three/examples/jsm/loaders/OBJLoader.js?module';
import { OrbitControls } from 'https://unpkg.com/three/examples/jsm/controls/OrbitControls.js?module';
import Stats from 'https://unpkg.com/three/examples/jsm/libs/stats.module.js?module'
import { GUI } from 'https://unpkg.com/three/examples/jsm/libs/lil-gui.module.min.js?module';
// const BASE = 'https://huggingface.co/ashawkey/nerf2mesh/resolve/main/scenes/'; // remote
const BASE = './'; // local
// shaders
const RenderVertShader = `
in vec3 position;
in vec2 uv;
out vec2 vUv;
out vec3 rayDirection;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform mat4 modelMatrix;
uniform vec3 cameraPosition;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
rayDirection = (modelMatrix * vec4( position, 1.0 )).rgb - cameraPosition;
}
`;
const RenderFragShader_template = `
precision highp float;
layout(location = 0) out vec4 pc_FragColor;
in vec2 vUv;
in vec3 rayDirection;
uniform int mode;
uniform highp sampler2D tDiffuse;
uniform highp sampler2D tSpecular;
uniform highp sampler2D weightsZero;
uniform highp sampler2D weightsOne;
float inputFetch(vec4 f0, vec3 viewdir, int j) {
float input_value = 0.0;
if (j < 4) {
input_value = (j == 0) ? viewdir.r : ((j == 1) ? viewdir.g : ((j == 2) ? viewdir.b : f0.r));
} else {
input_value = (j == 4) ? f0.g : ((j == 5) ? f0.b : f0.a);
}
// if (abs(input_value) < 0.1 / 255.0) {
// input_value = 0.0;
// }
return input_value;
}
vec3 evaluateNetwork(vec4 f0, vec3 viewdir) {
// NUM_CHANNELS_ZERO (input_dim) is hard-coded as 6
// NUM_CHANNELS_ONE (hidden_dim) can vary, but should be divisible by 4
// NUM_CHANNELS_TWO (output_dim) is hard-coded as 3
vec4 v;
mat4 w;
// first layer: 6 --> NUM_CHANNELS_ONE
vec4 result_one[NUM_CHANNELS_ONE / 4];
v = vec4(
inputFetch(f0, viewdir, 0),
inputFetch(f0, viewdir, 1),
inputFetch(f0, viewdir, 2),
inputFetch(f0, viewdir, 3)
);
for (int i = 0; i < NUM_CHANNELS_ONE; i += 4) {
w = mat4(
texelFetch(weightsZero, ivec2(0, i), 0),
texelFetch(weightsZero, ivec2(0, i + 1), 0),
texelFetch(weightsZero, ivec2(0, i + 2), 0),
texelFetch(weightsZero, ivec2(0, i + 3), 0)
);
result_one[i / 4] += v * w;
}
v = vec4(
inputFetch(f0, viewdir, 4),
inputFetch(f0, viewdir, 5),
0.0,
0.0
);
for (int i = 0; i < NUM_CHANNELS_ONE; i += 4) {
w = mat4(
texelFetch(weightsZero, ivec2(0, NUM_CHANNELS_ONE + i), 0),
texelFetch(weightsZero, ivec2(0, NUM_CHANNELS_ONE + i + 1), 0),
texelFetch(weightsZero, ivec2(0, NUM_CHANNELS_ONE + i + 2), 0),
texelFetch(weightsZero, ivec2(0, NUM_CHANNELS_ONE + i + 3), 0)
);
result_one[i / 4] += v * w;
}
// second layer: NUM_CHANNELS_ONE --> 3
vec3 result;
for (int i = 0; i < NUM_CHANNELS_ONE / 4; i++) {
v = max(result_one[i], 0.0); // relu
w = mat4(
texelFetch(weightsOne, ivec2(0, i * 3), 0),
texelFetch(weightsOne, ivec2(0, i * 3 + 1), 0),
texelFetch(weightsOne, ivec2(0, i * 3 + 2), 0),
vec4(0.0) // padding
);
result += (v * w).xyz;
}
// sigmoid
return 1.0 / (1.0 + exp(-result));
}
void main() {
vec4 diffuse = texture( tDiffuse, vUv );
if (mode == 1) { // diffuse
pc_FragColor.rgb = diffuse.rgb;
} else {
vec4 specular = texture( tSpecular, vUv );
if (mode == 2) { // specular
pc_FragColor.rgb = evaluateNetwork(specular, normalize(rayDirection));
} else { // full
pc_FragColor.rgb = clamp(diffuse.rgb + evaluateNetwork(specular, normalize(rayDirection)), 0.0f, 1.0f);
}
}
pc_FragColor.a = 1.0;
}
`;
function createNetworkWeightTexture(network_weights) {
let width = network_weights.length;
let height = network_weights[0].length;
let weightsData = new Float32Array(width * height);
for (let co = 0; co < height; co++) {
for (let ci = 0; ci < width; ci++) {
let index = co * width + ci; // column-major
let weight = network_weights[ci][co];
weightsData[index] = weight;
}
}
let width_pad = width + (4 - width % 4); // make divisible by 4
let weightsData_pad = new Float32Array(width_pad * height);
for (let j = 0; j < width_pad; j += 4) {
for (let i = 0; i < height; i++) {
for (let c = 0; c < 4; c++) {
if (c + j >= width) {
weightsData_pad[j * height + i * 4 + c] = 0.0; // zero padding
} else {
weightsData_pad[j * height + i * 4 + c] = weightsData[j + i * width + c];
}
}
}
}
let texture = new THREE.DataTexture(weightsData_pad, 1, width_pad * height / 4, THREE.RGBAFormat, THREE.FloatType);
texture.magFilter = THREE.NearestFilter;
texture.minFilter = THREE.NearestFilter;
texture.needsUpdate = true;
return texture;
}
function createViewDependenceFunctions(network_weights) {
let channelsZero = network_weights['net.0.weight'].length;
let channelsOne = network_weights['net.1.weight'].length;
let channelsTwo = network_weights['net.1.weight'][0].length;
console.log('[INFO] load MLP: ', channelsZero, channelsOne)
let RenderFragShader = RenderFragShader_template.replace(new RegExp('NUM_CHANNELS_ZERO', 'g'), channelsZero);
RenderFragShader = RenderFragShader.replace(new RegExp('NUM_CHANNELS_ONE', 'g'), channelsOne);
RenderFragShader = RenderFragShader.replace(new RegExp('NUM_CHANNELS_TWO', 'g'), channelsTwo);
return RenderFragShader;
}
let container, params, progressBar, progress, scene, camera, renderer, controls, stats, configs, sceneRef;
// support changing scene name from url param
// e.g. ?scene=lego&scene=chair
params = new URLSearchParams(new URL(window.location.href).searchParams);
const scene_names = params.getAll('scene');
// global config
configs = {
bg_color: (params.get('bg_color') === null) ? 0xffffff : parseInt(params.get('bg_color')), // default is white
H: parseInt(params.get('H')) || Math.floor(0.95 * window.innerHeight),
W: parseInt(params.get('W')) || Math.floor(0.99 * window.innerWidth),
fovy: parseInt(params.get('fovy')) || 60,
near: parseFloat(params.get('near')) || 0.01,
far: parseFloat(params.get('far')) || 100,
cameraState: params.get('cameraState'),
};
function render() {
renderer.setRenderTarget( null );
renderer.render( scene, camera );
}
function animate() {
requestAnimationFrame( animate );
controls.update();
render();
stats.update();
}
function initProgressBar(name, length) {
progressBar = document.getElementById('progressBar');
progress[name] = new Array(length * 3).fill('🔴');
progressBar.innerText = Object.keys(progress).map(key => progress[key].join('')).join('|');
}
function updateProgressBar(name, index) {
progressBar = document.getElementById('progressBar');
progress[name][index] = '🟢';
progressBar.innerText = Object.keys(progress).map(key => progress[key].join('')).join('|');
}
function init() {
console.log("[INFO] initialize...");
// init webgl
if ( WebGL.isWebGL2Available() === false ) {
document.body.appendChild( WebGL.getWebGL2ErrorMessage() );
return;
}
// return error message if conf is empty
if (Object.keys(scene_names).length === 0) {
let e = document.createElement('p');
e.style.cssText = 'text-align: center; font-size: 28px;'
e.innerHTML = "<b>Please provide at least one scene as URL parameters:</b> \
<br> ?scene=trial_lego/mesh_stage1/ \
";
document.body.appendChild(e);
return;
}
// create renderer
container = document.getElementById('container');
renderer = new THREE.WebGLRenderer({
powerPreference: 'high-performance',
precision: 'mediump',
});
renderer.setPixelRatio( 1 );
renderer.setSize( configs.W, configs.H );
renderer.domElement.classList.add("renderer");
container.appendChild( renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
// create camera
camera = new THREE.PerspectiveCamera( configs.fovy, configs.W / configs.H, configs.near, configs.far);
camera.position.y = 2.0;
camera.position.z = 3.464;
camera.up.set(0, 0, 1);
controls = new OrbitControls(camera, renderer.domElement);
// controls.enableDamping = true;
// controls.screenSpacePanning = true;
// create scene
scene = new THREE.Scene();
sceneRef = {};
console.log(configs.bg_color);
scene.background = new THREE.Color(configs.bg_color); // white background
// window.addEventListener( 'resize', onWindowResize, false );
// create GUI
const gui = new GUI();
gui.addColor(configs, 'bg_color').onChange(v => {
scene.background = new THREE.Color(v);
});
gui.add(configs, 'H', 64, Math.max(configs.H, 1024)).onChange(v => {
camera.aspect = configs.W / v;
camera.updateProjectionMatrix();
renderer.setSize( configs.W, v );
render();
});
gui.add(configs, 'W', 64, Math.max(configs.W, 1024)).onChange(v => {
camera.aspect = v / configs.H;
camera.updateProjectionMatrix();
renderer.setSize( v, configs.H );
render();
});
gui.add(configs, 'fovy', 0.001, 180).onChange(v => {
camera.fov = v;
camera.updateProjectionMatrix();
render();
});
gui.add(configs, 'near', 0.001, 10).onChange(v => {
camera.near = v;
camera.updateProjectionMatrix();
render();
});
gui.add(configs, 'far', 0.001, 1000).onChange(v => {
camera.far = v;
camera.updateProjectionMatrix();
render();
});
// load camera pose
if (configs['cameraState'] !== null) {
camera.matrix.fromArray(JSON.parse(configs['cameraState']));
camera.matrix.decompose(camera.position, camera.quaternion, camera.scale);
camera.updateProjectionMatrix();
controls.update();
}
// separate config per scene
scene_names.forEach((name, index) => {
configs[name] = {
renderMode: parseInt(params.get(name + '.renderMode')) || 0, // rendering mode: 0 = normal, 1 = diffuse, 2 = specular.
pos_x: parseFloat(params.get(name + '.pos_x')) || 0,
pos_y: parseFloat(params.get(name + '.pos_y')) || 0,
pos_z: parseFloat(params.get(name + '.pos_z')) || 0,
scale_x: parseFloat(params.get(name + '.scale_x')) || 1,
scale_y: parseFloat(params.get(name + '.scale_y')) || 1,
scale_z: parseFloat(params.get(name + '.scale_z')) || 1,
rot_x: parseFloat(params.get(name + '.rot_x')) || 0,
rot_y: parseFloat(params.get(name + '.rot_y')) || 0,
rot_z: parseFloat(params.get(name + '.rot_z')) || 0,
};
const folder = gui.addFolder(name);
folder.add(configs[name], 'renderMode', {normal: 0, diffuse: 1, specular: 2}).onChange(v => {
sceneRef[name].forEach((object, index) => {
object.traverse(function (child) {
if (child.type == 'Mesh') {
child.material.uniforms['mode']['value'] = v;
}
});
});
});
folder.add(configs[name], 'pos_x', -10, 10).onChange(v => {sceneRef[name].forEach((object, index) => {object.position.x = v;})});
folder.add(configs[name], 'pos_y', -10, 10).onChange(v => {sceneRef[name].forEach((object, index) => {object.position.y = v;})});
folder.add(configs[name], 'pos_z', -10, 10).onChange(v => {sceneRef[name].forEach((object, index) => {object.position.z = v;})});
folder.add(configs[name], 'scale_x', 0, 5).onChange(v => {sceneRef[name].forEach((object, index) => {object.scale.x = v;})});
folder.add(configs[name], 'scale_y', 0, 5).onChange(v => {sceneRef[name].forEach((object, index) => {object.scale.y = v;})});
folder.add(configs[name], 'scale_z', 0, 5).onChange(v => {sceneRef[name].forEach((object, index) => {object.scale.z = v;})});
folder.add(configs[name], 'rot_x', 0, 360).onChange(v => {sceneRef[name].forEach((object, index) => {object.rotation.x = v / 180 * Math.PI;})});
folder.add(configs[name], 'rot_y', 0, 360).onChange(v => {sceneRef[name].forEach((object, index) => {object.rotation.y = v / 180 * Math.PI;})});
folder.add(configs[name], 'rot_z', 0, 360).onChange(v => {sceneRef[name].forEach((object, index) => {object.rotation.z = v / 180 * Math.PI;})});
folder.close(); // collapsed by default
});
configs['save config URL'] = () => {
// construct a URL string that repeat current configs
let base = window.location.href.split('?')[0];
function unwrap(x, prefix='') {
let res = [];
for (const key of Object.keys(x)) {
// leave out default values
if ((key.includes('pos') && x[key] === 0) || (key.includes('scale') && x[key] === 1) || (key.includes('rot') && x[key] === 0) || (key === 'renderMode' && x[key] === 0)) continue;
res.push(prefix + key + '=' + String(x[key]));
}
return res.join('&');
}
let res = [];
for (const key of Object.keys(configs)) {
if ((key == 'save config URL') || (key === 'fovy' && configs[key] === 60) || (key === 'near' && configs[key] === 0.01) || (key === 'far' && configs[key] === 100) || (key === 'bg_color' && configs[key] === 0xffffff)) { continue; }
else if (key == 'cameraState') { res.push('cameraState=' + JSON.stringify(camera.matrix.toArray())); }
else if (configs[key].constructor == Object) {
res.push('scene='+key);
res.push(unwrap(configs[key], key+'.'));
} else {
res.push(key + '=' + String(configs[key]));
}
}
prompt("Copy to clipboard: Ctrl+C, Enter", base + '?' + res.join('&'));
};
gui.add(configs, 'save config URL');
// load all scenes async
let promises = [];
progress = {};
scene_names.forEach((name, index) => {
promises.push(fetch(BASE+name+'/mlp.json').then(response => { return response.json(); }).then(network_weights => {
console.log("[INFO] loading:", name);
// check bound, load all meshes
let bound = network_weights['bound'];
let cascade = network_weights['cascade'];
initProgressBar(name, cascade);
sceneRef[name] = [];
for (let cas = 0; cas < cascade; cas++) {
// load feature texture
let tex0 = new THREE.TextureLoader().load(BASE+name+'/feat0_'+cas.toString()+'.jpg', object => {
console.log('[INFO] loaded diffuse tex:', name, cas);
updateProgressBar(name, cas * 3 + 1);
});
let tex1 = new THREE.TextureLoader().load(BASE+name+'/feat1_'+cas.toString()+'.jpg', object => {
console.log('[INFO] loaded specular tex:', name, cas);
updateProgressBar(name, cas * 3 + 2);
});
tex0.magFilter = THREE.NearestFilter;
tex0.minFilter = THREE.NearestFilter;
tex1.magFilter = THREE.NearestFilter;
tex1.minFilter = THREE.NearestFilter;
// load MLP
let RenderFragShader = createViewDependenceFunctions(network_weights);
let weightsTexZero = createNetworkWeightTexture(network_weights['net.0.weight']);
let weightsTexOne = createNetworkWeightTexture(network_weights['net.1.weight']);
let newmat = new THREE.RawShaderMaterial({
side: THREE.DoubleSide,
vertexShader: RenderVertShader,
fragmentShader: RenderFragShader,
uniforms: {
mode: { value: configs[name].renderMode },
tDiffuse: { value: tex0 },
tSpecular: { value: tex1 },
weightsZero: { value: weightsTexZero },
weightsOne: { value: weightsTexOne },
},
glslVersion: THREE.GLSL3
});
// load obj
new OBJLoader().load(BASE+name+'/mesh_'+cas.toString()+'.obj', object => {
object.traverse(function (child) {
if (child.type == 'Mesh') {
child.material = newmat;
}
});
console.log('[INFO] loaded mesh:', name, cas);
updateProgressBar(name, cas * 3);
object.position.set(configs[name].pos_x, configs[name].pos_y, configs[name].pos_z);
object.scale.set(configs[name].scale_x, configs[name].scale_y, configs[name].scale_z);
object.rotation.set(configs[name].rot_x / 180 * Math.PI, configs[name].rot_y / 180 * Math.PI, configs[name].rot_z / 180 * Math.PI);
sceneRef[name].push(object);
scene.add(object);
});
}
}));
});
Promise.all(promises).then(response => {
console.log("[INFO] start animation!");
animate();
});
}
init();
</script>
</html>