I am using the raytracing example from Warp that ships with IsaacSim and for some reason the array describing the indices of triangular faces is incomplete. My mesh is a simple cube created in Isaac Sim as a mesh. The figure shows the matplotlib print out of the raytracing on the mesh. As you can see not all triangles are present and it draws internal triangles as well.
# Copyright (c) 2022 NVIDIA CORPORATION. All rights reserved.
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#############################################################################
# Example Ray Cast
#
# Shows how to use the built-in wp.Mesh data structure and wp.mesh_query_ray()
# function to implement a basic ray-tracer.
#
##############################################################################
import matplotlib.pyplot as plt
from pxr import Usd, UsdGeom
import warp as wp
import numpy as np
import sys
#np.set_printoptions(threshold=sys.maxsize)
import os
wp.init()
@wp.kernel
def draw(mesh: wp.uint64, cam_pos: wp.vec3, width: int, height: int, pixels: wp.array(dtype=wp.vec3), t_out: wp.array(dtype=wp.float32)):
tid = wp.tid()
x = tid % width
y = tid // width
sx = 2.0 * float(x) / float(height) - 1.0
sy = 2.0 * float(y) / float(height) - 1.0
# compute view ray
ro = cam_pos
rd = wp.normalize(wp.vec3(sx, sy, -1.0))
t = float(0.0)
u = float(0.0)
v = float(0.0)
sign = float(0.0)
n = wp.vec3()
f = int(0)
color = wp.vec3(0.0, 0.0, 0.0)
if wp.mesh_query_ray(mesh, ro, rd, 1.0e6, t, u, v, sign, n, f):
color = n * 0.5 + wp.vec3(0.5, 0.5, 0.5)
pixels[tid] = color
t_out[tid] = t
class Example:
def __init__(self):
self.width = 1024
self.height = 1024
self.cam_pos = (0.0, 1.0, 2.5)
asset_stage = Usd.Stage.Open("/home/aurmr/workspaces/paolo_ws/src/stage_test_1.usd") #os.path.join(os.path.dirname(__file__), "assets/bunny.usd"))
mesh_geom = UsdGeom.Mesh(asset_stage.GetPrimAtPath("/World/Cube")) #/bunny/bunny"))
points = np.array(mesh_geom.GetPointsAttr().Get())
indices = np.array(mesh_geom.GetFaceVertexIndicesAttr().Get()[:])
print(points.shape)
print(indices)
print(mesh_geom.GetFaceCount())
print(mesh_geom.GetFaceVertexIndicesAttr())
indices_test = np.array([0, 1, 2, 0, 2, 3])
points_test = np.array([[0, 0, 0], [0, 1, 0], [1, 1, 0], [1, 0, 0]], dtype=float)
self.pixels = wp.zeros(self.width * self.height, dtype=wp.vec3)
# create wp mesh
self.mesh = wp.Mesh(
points=wp.array(points, dtype=wp.vec3), velocities=None, indices=wp.array(indices, dtype=int)
)
self.ray_hit = wp.zeros(self.width * self.height, dtype=wp.float32)
def update(self):
pass
def render(self, is_live=False):
with wp.ScopedTimer("render"):
wp.launch(
kernel=draw,
dim=self.width * self.height,
inputs=[self.mesh.id, self.cam_pos, self.width, self.height, self.pixels, self.ray_hit],
)
wp.synchronize_device()
plt.imshow(
self.pixels.numpy().reshape((self.height, self.width, 3)), origin="lower", interpolation="antialiased"
)
plt.show()
# plt.imshow(
# self.ray_hit.numpy().reshape((self.height, self.width)), origin="lower", interpolation="antialiased"
# )
plt.show()
print(self.ray_hit.numpy().shape)
if __name__ == "__main__":
example = Example()
example.render()