Improved render previews

This commit is contained in:
bklronin
2026-07-18 23:06:42 +02:00
parent 742d06d242
commit d6e829c23d
9 changed files with 2195 additions and 1553 deletions
+111 -68
View File
@@ -39,47 +39,31 @@ class MitsubaBackend(RenderBackend):
# ── Scene construction ──────────────────────────────────────────
def _build_scene_dict(
def _base_scene_dict(
self,
mesh_path: str,
material: RenderMaterial,
camera: RenderCamera,
settings: RenderSettings,
first_mesh_path: Optional[str] = None,
) -> dict:
"""Build a Mitsuba scene dictionary from our data classes.
"""Return a scene dict with everything *except* the shape entries.
Uses a 3-point lighting setup (key + fill + rim) plus an ambient
environment emitter for soft fill, giving well-balanced shading on
all faces of the model. Lighting intensities and colors come from
``settings.lighting``; ground plane comes from ``settings.ground_plane``.
When *first_mesh_path* is given the ground plane / backdrop is sized
from its bounding box; otherwise a large default is used.
"""
import mitsuba as mi
lighting = settings.lighting
ground = settings.ground_plane
# Map our BSDF types to Mitsuba BSDF dicts
bsdf = self._make_bsdf(material)
# Determine mesh file type from extension
ext = os.path.splitext(mesh_path)[1].lower()
shape_type = "ply" if ext == ".ply" else "obj"
# Build camera-to-world transform using the Python API
cam_to_world = mi.ScalarTransform4f.look_at(
origin=list(camera.origin),
target=list(camera.target),
up=list(camera.up),
)
scene = {
scene: dict = {
"type": "scene",
# Integrator
"integrator": {
"type": "path",
"max_depth": settings.max_depth,
},
# Camera
"integrator": {"type": "path", "max_depth": settings.max_depth},
"sensor": {
"type": "perspective",
"fov": camera.fov,
@@ -95,7 +79,6 @@ class MitsubaBackend(RenderBackend):
"sample_count": settings.spp,
},
},
# Ambient environment fill
"emitter": {
"type": "constant",
"radiance": {
@@ -107,59 +90,50 @@ class MitsubaBackend(RenderBackend):
],
},
},
# Shape
"shape": {
"type": shape_type,
"filename": mesh_path,
"bsdf": bsdf,
},
}
# ── 3-point lighting (colors and intensities from config) ───
# ── 3-point lighting ──────────────────────────────────────────
key_rgb = [c * lighting.key_intensity for c in lighting.key_color]
key_to_world = mi.ScalarTransform4f.look_at(
origin=[1.0, -0.8, 1.2],
target=[0.0, 0.0, 0.0],
up=[0.0, 0.0, 1.0],
)
scene["key_light"] = {
"type": "directional",
"to_world": key_to_world,
"to_world": mi.ScalarTransform4f.look_at(
origin=[1.0, -0.8, 1.2],
target=[0.0, 0.0, 0.0],
up=[0.0, 0.0, 1.0],
),
"irradiance": {"type": "rgb", "value": key_rgb},
}
fill_rgb = [c * lighting.fill_intensity for c in lighting.fill_color]
fill_to_world = mi.ScalarTransform4f.look_at(
origin=[-1.0, 0.6, 0.8],
target=[0.0, 0.0, 0.0],
up=[0.0, 0.0, 1.0],
)
scene["fill_light"] = {
"type": "directional",
"to_world": fill_to_world,
"to_world": mi.ScalarTransform4f.look_at(
origin=[-1.0, 0.6, 0.8],
target=[0.0, 0.0, 0.0],
up=[0.0, 0.0, 1.0],
),
"irradiance": {"type": "rgb", "value": fill_rgb},
}
rim_rgb = [c * lighting.rim_intensity for c in lighting.rim_color]
rim_to_world = mi.ScalarTransform4f.look_at(
origin=[-0.3, 1.2, -0.8],
target=[0.0, 0.0, 0.0],
up=[0.0, 0.0, 1.0],
)
scene["rim_light"] = {
"type": "directional",
"to_world": rim_to_world,
"to_world": mi.ScalarTransform4f.look_at(
origin=[-0.3, 1.2, -0.8],
target=[0.0, 0.0, 0.0],
up=[0.0, 0.0, 1.0],
),
"irradiance": {"type": "rgb", "value": rim_rgb},
}
# ── Ground plane / backdrop (optional) ─────────────────────
# ── Ground plane / backdrop ───────────────────────────────────
if ground.enabled:
try:
# Load mesh to compute bounds for ground/backdrop placement
mesh_shape = mi.load_dict({"type": shape_type, "filename": mesh_path})
ext = os.path.splitext(first_mesh_path)[1].lower() if first_mesh_path else ""
shape_type = "ply" if ext == ".ply" else "obj"
mesh_shape = mi.load_dict({"type": shape_type, "filename": first_mesh_path})
bbox = mesh_shape.bbox()
bbox_min, bbox_max = bbox[0], bbox[1]
# Ground at model's lowest Z with 0.1% offset
model_height = bbox_max[2] - bbox_min[2]
ground_z = bbox_min[2] - 0.001 * model_height
dx = bbox_max[0] - bbox_min[0]
@@ -167,7 +141,6 @@ class MitsubaBackend(RenderBackend):
dz = bbox_max[2] - bbox_min[2]
diag = float((dx * dx + dy * dy + dz * dz) ** 0.5)
except Exception:
# Fallback: place at origin with large default size
ground_z = -ground.distance_below
diag = 1000.0
@@ -177,19 +150,15 @@ class MitsubaBackend(RenderBackend):
}
if ground.curved_backdrop:
# Photo booth style curved leinwand:
# - Flat floor section in front of the model
# - Curved cylinder behind that sweeps up and over
half_size = diag * 50.0 # huge floor
radius = diag * 3.0 # curvature radius
cyl_height = diag * 20.0 # width of the cylinder (along its axis)
half_size = diag * 50.0
radius = diag * 3.0
cyl_height = diag * 20.0
scene["ground_floor"] = {
"type": "rectangle",
"to_world": mi.ScalarTransform4f.translate([0.0, 0.0, ground_z])
@ mi.ScalarTransform4f.scale([half_size, half_size, 1.0]),
"bsdf": bsdf_ground,
}
# Cylinder: axis along Y, positioned behind model, radius sweeps up
scene["ground_backdrop"] = {
"type": "cylinder",
"radius": radius,
@@ -200,7 +169,6 @@ class MitsubaBackend(RenderBackend):
"bsdf": bsdf_ground,
}
else:
# Simple flat ground plane — very large so edges aren't visible
half_size = diag * 50.0
scene["ground_plane"] = {
"type": "rectangle",
@@ -211,6 +179,48 @@ class MitsubaBackend(RenderBackend):
return scene
def _build_scene_dict(
self,
mesh_path: str,
material: RenderMaterial,
camera: RenderCamera,
settings: RenderSettings,
) -> dict:
"""Build a single-shape Mitsuba scene dictionary."""
ext = os.path.splitext(mesh_path)[1].lower()
shape_type = "ply" if ext == ".ply" else "obj"
scene = self._base_scene_dict(camera, settings, first_mesh_path=mesh_path)
scene["shape"] = {
"type": shape_type,
"filename": mesh_path,
"bsdf": self._make_bsdf(material),
}
return scene
def _build_assembly_scene_dict(
self,
parts: list,
camera: RenderCamera,
settings: RenderSettings,
) -> dict:
"""Build a multi-shape Mitsuba scene dictionary.
*parts* is a list of ``(mesh_path, RenderMaterial)`` tuples.
"""
first_path = parts[0][0] if parts else None
scene = self._base_scene_dict(camera, settings, first_mesh_path=first_path)
for i, (mesh_path, material) in enumerate(parts):
ext = os.path.splitext(mesh_path)[1].lower()
shape_type = "ply" if ext == ".ply" else "obj"
scene[f"shape_{i}"] = {
"type": shape_type,
"filename": mesh_path,
"bsdf": self._make_bsdf(material),
}
return scene
def _make_bsdf(self, material: RenderMaterial) -> dict:
"""Convert a RenderMaterial to a Mitsuba BSDF dict."""
mt = material.bsdf_type
@@ -282,9 +292,8 @@ class MitsubaBackend(RenderBackend):
logger.info(f"Rendering {settings.width}x{settings.height} @ {settings.spp} spp")
# Render
try:
image = mi.render(scene, spp=settings.spp, seed=int(settings.seed or 0)) # type: ignore[arg-type] # Mitsuba accepts int at runtime
image = mi.render(scene, spp=settings.spp, seed=int(settings.seed or 0))
except Exception as e:
logger.error(f"Mitsuba render failed: {e}")
raise
@@ -292,14 +301,48 @@ class MitsubaBackend(RenderBackend):
if progress_callback:
progress_callback(1.0)
# Convert to numpy (H, W, 3)
arr = np.array(image, dtype=np.float32)
# Apply approximate sRGB tonemapping
arr = np.clip(arr, 0.0, None)
arr = np.power(arr, 1.0 / 2.2) # gamma
arr = np.power(arr, 1.0 / 2.2)
arr = np.clip(arr, 0.0, 1.0)
return arr
def render_assembly(
self,
parts: list,
camera: RenderCamera,
settings: RenderSettings,
progress_callback: Optional[Callable[[float], None]] = None,
) -> np.ndarray:
"""Render multiple meshes with individual materials.
*parts* is a list of ``(mesh_path, RenderMaterial)`` tuples.
Returns (H, W, 3) float32 RGB array.
"""
self._set_variant()
import mitsuba as mi
scene_dict = self._build_assembly_scene_dict(parts, camera, settings)
scene = mi.load_dict(scene_dict)
logger.info(
f"Rendering assembly ({len(parts)} parts) "
f"{settings.width}x{settings.height} @ {settings.spp} spp"
)
try:
image = mi.render(scene, spp=settings.spp, seed=int(settings.seed or 0))
except Exception as e:
logger.error(f"Mitsuba assembly render failed: {e}")
raise
if progress_callback:
progress_callback(1.0)
arr = np.array(image, dtype=np.float32)
arr = np.clip(arr, 0.0, None)
arr = np.power(arr, 1.0 / 2.2)
arr = np.clip(arr, 0.0, 1.0)
return arr
def render_preview(