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result have no colors #12

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zuixiaosanlang opened this issue Apr 28, 2023 · 2 comments
Open

result have no colors #12

zuixiaosanlang opened this issue Apr 28, 2023 · 2 comments

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@zuixiaosanlang
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zuixiaosanlang commented Apr 28, 2023

run the demo, but the result have no colors.

image

press D, get:
image

my GPU is 2070, it appears oom;
then i change to cpu in texture_utils.py:
image

which step may have problem.
thank you

@zuixiaosanlang zuixiaosanlang changed the title result not corlor result have no colors Apr 28, 2023
@Hyeonjoong-Jang
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Hi, can you try to decrease the number for parameter "texture_map_max_sizeK"?

@Followmeczx
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Followmeczx commented Jul 24, 2023

嗨,您可以尝试减少参数“texture_map_max_sizeK”的数量吗?

I face the same problem. I have changed "texture_map_max_sizeK" from "10" to "5", but It doesn't make any difference.
info:
Texture mapping
Save bbox rendering trajectory
Save scaled rendering trajectory
/data/S221000776-CZX/.conda/envs/egocentric/lib/python3.9/site-packages/sklearn/cluster/_kmeans.py:870: FutureWarning: The default value of n_init will change from 10 to 'auto' in 1.4. Set the value of n_init explicitly to suppress the warning
warnings.warn(
INFO:root:[main] Loading mesh from ./demo/mesh/sponza/mesh.stl ...
INFO:root:[main] configuration:

  • video_name: sponza
  • stl_name: mesh
  • face_n: 2761161
  • texture_map_max_sizeK: 5.0
  • texture_map_min_triangle_side: 3
  • total_video_frames_count: 200
  • frame_idx_list: [50, 20, 0, 30, 40, 10, 60, 80, 190, 90, 110, 120, 100, 160, 180, 170, 150, 70, 140, 130]

INFO:root: elapsed time (0. Initialize): 1.06 sec
INFO:root:[EqtriangleTiler]

  • triangle_side: 4.0
  • Texture map size 4707 x 4067

/data/S221000776-CZX/.local/lib/python3.9/site-packages/torch/tensor.py:575: UserWarning: floor_divide is deprecated, and will be removed in a future version of pytorch. It currently rounds toward 0 (like the 'trunc' function NOT 'floor'). This results in incorrect rounding for negative values.
To keep the current behavior, use torch.div(a, b, rounding_mode='trunc'), or for actual floor division, use torch.div(a, b, rounding_mode='floor'). (Triggered internally at /pytorch/aten/src/ATen/native/BinaryOps.cpp:467.)
return torch.floor_divide(self, other)
INFO:root:[generate_xyzi_map] Rendering xyz map ...
INFO:root:[generate_xyzi_map] Rendering facei map ...
INFO:root:[save_obj_with_texture] Saving obj and mtl ...
INFO:root: elapsed time (1. Write an obj file): 52.47 sec
INFO:root: elapsed time (2. Render mesh depth map): 1.12 sec
INFO:root:[main] texture_loaded: False, texture_topKdump_loaded: False, background_loaded: False
INFO:root:[main] Calculating frame scores for each face ...
INFO:root:[main] calculate_frame_score_per_face (0%)
INFO:root:[main] Calculating topKoutlier frames for each face ...
INFO:root:[main] Warp texture from frame 50
INFO:root:[main] Warp texture from frame 20
INFO:root:[main] Warp texture from frame 0
INFO:root:[main] Warp texture from frame 30
INFO:root:[main] Warp texture from frame 40
INFO:root:[main] Warp texture from frame 10
INFO:root:[main] Warp texture from frame 60
INFO:root:[main] Warp texture from frame 80
INFO:root:[main] Warp texture from frame 190
INFO:root:[main] Warp texture from frame 90
INFO:root:[main] Warp texture from frame 110
INFO:root:[main] Warp texture from frame 120
INFO:root:[main] Warp texture from frame 100
INFO:root:[main] Warp texture from frame 160
INFO:root:[main] Warp texture from frame 180
INFO:root:[main] Warp texture from frame 170
INFO:root:[main] Warp texture from frame 150
INFO:root:[main] Warp texture from frame 70
INFO:root:[main] Warp texture from frame 140
INFO:root:[main] Warp texture from frame 130
INFO:root:[main] Saving topK dumpfile: ./demo/rendering_output/sponza/sponza_mesh_ST/sponza_mesh_ST_tri5.0_key_20/sponza_mesh_ST_tri5.0_key_20_merged10_topK_dump
INFO:root:[main] Saving topKoutlier dumpfile ... 00.png
INFO:root:[main] Saving background_cubemap dumpfile: ./demo/rendering_output/sponza/sponza_mesh_ST/sponza_mesh_ST_tri5.0_key_20/sponza_mesh_ST_tri5.0_key_20_merged10_background/cubeface
%d.png
INFO:root: elapsed time (3. Gather topK textures): 38.27 sec
INFO:root:[EqtriangleTiler] topKoutlier removing ... (10%)
INFO:root:[EqtriangleTiler] topKoutlier removing ... (20%)
INFO:root:[EqtriangleTiler] topKoutlier removing ... (31%)
INFO:root:[EqtriangleTiler] topKoutlier removing ... (41%)
INFO:root:[EqtriangleTiler] topKoutlier removing ... (52%)
INFO:root:[EqtriangleTiler] topKoutlier removing ... (62%)
INFO:root:[EqtriangleTiler] topKoutlier removing ... (73%)
INFO:root:[EqtriangleTiler] topKoutlier removing ... (83%)
INFO:root:[EqtriangleTiler] topKoutlier removing ... (94%)
INFO:root:[simple_inpainting] iteration 2
INFO:root:[simple_inpainting] iteration 1
INFO:root: elapsed time (4. Outlier removal among topK): 2.65 sec
INFO:root:[main] Saving merged texture ...
INFO:root:[main] Finished...
0. Initialize 1.06 sec
1. Write an obj file 52.47 sec
2. Render mesh depth map 1.12 sec
3. Gather topK textures 38.27 sec
4. Outlier removal among topK 2.65 sec
>> Total: 95.57 sec
initial_rotation [[ 0. 0. -1.]
[ 0. 1. 0.]
[ 1. 0. 0.]]
Can you give me some advice?

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