File: customized_visualization.rst

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.. _customized_visualization:

Customized visualization
-------------------------------------

The usage of Open3D convenient visualization functions ``draw_geometries`` and ``draw_geometries_with_custom_animation`` is straightforward. Everything can be done with the GUI. Press :kbd:`h` inside the visualizer window to see helper information. For more details, see :any:`/tutorial/visualization/visualization.ipynb`.

This tutorial focuses on more advanced functionalities to customize the behavior of the visualizer window. Please refer to examples/python/visualization/customized_visualization.py to try the following examples.

Mimic draw_geometries() with Visualizer class
````````````````````````````````````````````````````

.. literalinclude:: ../../../examples/python/visualization/customized_visualization.py
   :language: python
   :lineno-start: 39
   :lines: 39-47
   :linenos:

This function produces exactly the same functionality as the convenience function ``draw_geometries``.

.. image:: ../../_static/visualization/customized_visualization/custom.png
    :width: 400px

Class ``Visualizer`` has a couple of variables such as a ``ViewControl`` and a ``RenderOption``. The following function reads a predefined ``RenderOption`` stored in a json file.

.. literalinclude:: ../../../examples/python/visualization/customized_visualization.py
   :language: python
   :lineno-start: 50
   :lines: 50-56
   :linenos:

Outputs:

.. image:: ../../_static/visualization/customized_visualization/normal.png
    :width: 400px

Change field of view
````````````````````````````````````
To change field of view of the camera, it is first necessary to get an instance of the visualizer control. To modify the field of view, use ``change_field_of_view``.

.. literalinclude:: ../../../examples/python/visualization/customized_visualization.py
   :language: python
   :lineno-start: 27
   :lines: 27-36
   :linenos:

The field of view (FoV) can be set to a degree in the range [5,90]. Note that ``change_field_of_view`` adds the specified FoV to the current FoV. By default, the visualizer has an FoV of 60 degrees. Calling the following code

.. code-block:: python

    custom_draw_geometry_with_custom_fov(pcd, 90.0)

will add the specified 90 degrees to the default 60 degrees. As it exceeds the maximum allowable FoV, the FoV is set to 90 degrees.

.. image:: ../../_static/visualization/customized_visualization/fov_90.png
    :width: 400px

The following code

.. code-block:: python

    custom_draw_geometry_with_custom_fov(pcd, -90.0)

will set FoV to 5 degrees, because 60 - 90 = -30 is less than 5 degrees.

.. image:: ../../_static/visualization/customized_visualization/fov_5.png
    :width: 400px

Callback functions
````````````````````````````````````

.. literalinclude:: ../../../examples/python/visualization/customized_visualization.py
   :language: python
   :lineno-start: 39
   :lines: 39-47
   :linenos:

Function ``draw_geometries_with_animation_callback`` registers a Python callback function ``rotate_view`` as the idle function of the main loop. It rotates the view along the x-axis whenever the visualizer is idle. This defines an animation behavior.

.. image:: ../../_static/visualization/customized_visualization/rotate_small.gif
    :width: 400px

.. literalinclude:: ../../../examples/python/visualization/customized_visualization.py
   :language: python
   :lineno-start: 59
   :lines: 59-87
   :linenos:

Callback functions can also be registered upon key press event. This script registered four keys. For example, pressing :kbd:`k` changes the background color to black.

.. image:: ../../_static/visualization/customized_visualization/key_k.png
    :width: 400px

Capture images in a customized animation
`````````````````````````````````````````````````

.. literalinclude:: ../../../examples/python/visualization/customized_visualization.py
   :language: python
   :lineno-start: 90
   :lines: 90-141
   :linenos:

This function reads a camera trajectory, then defines an animation function ``move_forward`` to travel through the camera trajectory. In this animation function, both color image and depth image are captured using ``Visualizer.capture_depth_float_buffer`` and ``Visualizer.capture_screen_float_buffer`` respectively. The images are saved as png files.

The captured image sequence:

.. image:: ../../_static/visualization/customized_visualization/image_small.gif
    :width: 400px

The captured depth sequence:

.. image:: ../../_static/visualization/customized_visualization/depth_small.gif
    :width: 400px


Applying texture maps to objects
`````````````````````````````````````````````````
This example function uses the ``rendering`` class to load an object apply texture maps to it. This example can apply any of the albedo, normal, ao, metallic, and roughness textures present in the object directory.

This function takes the object model directory as the input and loads the object from the directory. It then looks for the available textures in the diretory and applies them to the object.

Before you apply a texture, you must ensure that the texture has the expected properties as supported by the `defaultLit` shader:

* albedo: This must be a 3 or 4 channel image, where the RGB components are the albedo. If there is a 4th channel, then it is the alpha channel for transparency. The `defaultLit` does not support transparency. You must use `defaultLitTransparency` instead of `defaultLit` to use transparency, that is similar to `defaultLit` except that it used alpha channel for transparency.
* normal: This must be a 3 channel image, where RGB components represent the normal in tangent space at each pixel.
* roughness: This can be 1, 2, 3, or 4 channel image. However, only the 1st channel (Red) is used and indicates the applicable roughness. The value ranges from 0, smooth and highly glossy, to 1, very rough and diffuse.
* metallic: This can be 1, 2,3 , or 4 channel image.  However, only the 1st channel (Red) is used and indicates the applicable metallic finish. The value ranges from 0, non-metallic, to 1, metallic. Note that the values in between are generally not physically realistic.
* ao: This can be 1, 2 ,3, or 4 channel image. However, only the 1st channel (Red) is used and indicates the ambient occlusion. The value ranges from 0, indicating all pixels are fully shadowed and not exposed to indirect lighting, to 1, indicating all pixels are fully lit by the indirect lighting.
* reflectance: This can be 1, 2 ,3, or 4 channel image. However, only the 1st channel (Red) is used and indicates the reflectance or refraction of the image. The value ranges from 0, indicating not reflective, to 1, indicating highly-reflective. Generally, physically accurate materials do not have a value below 0.35.
* anisotropy: This can be 1, 2 ,3, or 4 channel image. However, only the 1st channel (Red) is used and indicates the anistropic reflectance or refraction of the image. This is used to simulate materials with anisotropic reflectance like brushed metal.
* ao_rough_metal: This must be a 3 channel image. If this is set then `roughness`, `metallic`, and `ao` texture maps are ignored. Instead, the the ao_rough_metal is used where the Red channel has the ao map, the Green channel has the roughness map, and the Blue channel has the metallic map.
* anisotropy: This can be 1, 2 ,3, or 4 channel image. However, only the 1st channel (Red) is used to simulate materials with anisotropic reflectance like a brushed metal.

Below is a sample python code that derives a texture path, checks if a texture is available, and then loads the texture.

.. code-block:: python

    import open3d as o3d
    import open3d.visualization.gui as gui
    import open3d.visualization.rendering as rendering
    import sys, os

    def main():
        if len(sys.argv) < 2:
            print ("Usage: texture-model.py [model directory]\n\t This example will load [model directory].obj and any of albedo, normal, ao, metallic and roughness textures present.")
            exit()

        # Derive the object path set the model, material, and shader
        model_dir = sys.argv[1]
        model_name = os.path.join(model_dir, os.path.basename(model_dir) + ".obj")
        model = o3d.io.read_triangle_mesh(model_name)
        material = o3d.visualization.rendering.Material()
        material.shader = "defaultLit"

        # Derive the texture paths
        albedo_name = os.path.join(model_dir, "albedo.png")
        normal_name = os.path.join(model_dir, "normal.png")
        ao_name = os.path.join(model_dir, "ao.png")
        metallic_name = os.path.join(model_dir, "metallic.png")
        roughness_name = os.path.join(model_dir, "roughness.png")

        # Check if the textures are available and loads the texture. For example, if metallic exists then load metallic texture
        if os.path.exists(albedo_name):
            material.albedo_img = o3d.io.read_image(albedo_name)
        if os.path.exists(normal_name):
            material.normal_img = o3d.io.read_image(normal_name)
        if os.path.exists(ao_name):
            material.ao_img = o3d.io.read_image(ao_name)
        if os.path.exists(metallic_name):
            material.base_metallic = 1.0
            material.metallic_img = o3d.io.read_image(metallic_name)
        if os.path.exists(roughness_name):
            material.roughness_img = o3d.io.read_image(roughness_name)
        
        # Draw an object named cube using the available model and texture
        o3d.visualization.draw([{"name": "cube", "geometry": model, "material": material}])

    if __name__ == "__main__":
     main()