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textureloss.py
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textureloss.py
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import torch
class TextureLoss:
def __init__(self, device):
self.device = device
self.RGB2XYZ = torch.tensor([[41.2390799265959, 35.7584339383878, 18.0480788401834],
[21.2639005871510, 71.5168678767756, 07.2192315360734],
[01.9330818715592, 11.9194779794626, 95.0532152249661]], dtype=torch.float).to(self.device)
def regTextures(self, vTex, refTex, ws=3., wr=10.0, wc=10., wsm=0.01, wm=0.):
'''
regularize vTex with respect to refTex (more on this here: https://arxiv.org/abs/2101.05356)
:param vTex: first texture [n, w, h, 3/1/]
:param refTex: second texture [n, w, h, 3/1]
:param ws: symmetry regularizer
:param wr: rgb regularizer
:param wc: consisntecy regularizer
:param wsm: smoothness regularizer
:param wm: mean regularizer
:return: scalar loss
'''
symReg = (vTex - vTex.flip([2])).abs().mean() # symmetry regularizer on vertical axis
rgbReg = (vTex - refTex).abs().mean() # rgb regularization with respect to reference texture
loss = ws * symReg + wr * rgbReg
loss += 1000.0 * torch.clamp(-vTex, min=0).mean() # soft penalize < 0
loss += 1000.0 * torch.clamp(vTex - 1.0, min=0).mean() # soft penalize > 1
loss += wsm * ((vTex[:, 1:] - vTex[:, :-1]).pow(2).sum()) # smooth on y axis
loss += wsm * ((vTex[:, :, 1:] - vTex[:, :, :-1]).pow(2).sum()) # smooth on x axis
if wc > 0: # regularize in xyz space
refTex_XYZ = torch.matmul(self.RGB2XYZ, refTex[..., None])[..., 0]
refTex_xyz = refTex_XYZ[..., :2] / (1.0 + refTex_XYZ.sum(dim=-1, keepdim=True))
vTex_XYZ = torch.matmul(self.RGB2XYZ, vTex[..., None])[..., 0]
vTex_xyz = vTex_XYZ[..., :2] / (1.0 + torch.clamp(vTex_XYZ, min=0.).sum(dim=-1, keepdim=True))
xy_regularization = (refTex_xyz - vTex_xyz).abs().mean()
loss += wc * xy_regularization
if wm > 0: # keep close to average (generally for specular map)
loss += wm * ((vTex - vTex.mean(dim=-1, keepdim=True)).pow(2).sum())
return loss