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NVIDIA Kaolin Wisp is a PyTorch library powered by NVIDIA Kaolin Core to work with neural fields (including NeRFs, NGLOD, instant-ngp and VQAD).

License: Other

C++ 1.12% Python 95.42% Groovy 1.83% Cuda 1.51% Dockerfile 0.12%

kaolin-wisp's Introduction

Kaolin Wisp: A PyTorch Library and Engine for Neural Fields Research

drawing

NVIDIA Kaolin Wisp is a PyTorch library powered by NVIDIA Kaolin Core to work with neural fields (including NeRFs, NGLOD, instant-ngp and VQAD).

NVIDIA Kaolin Wisp aims to provide a set of common utility functions for performing research on neural fields. This includes datasets, image I/O, mesh processing, and ray utility functions. Wisp also comes with building blocks like differentiable renderers and differentiable data structures (like octrees, hash grids, triplanar features) which are useful to build complex neural fields. It also includes debugging visualization tools, interactive rendering and training, logging, and trainer classes.

For an overview on neural fields, we recommend you checkout the EG STAR report: Neural Fields for Visual Computing and Beyond.

License and Citation

This codebase is licensed under the NVIDIA Source Code License. Commercial licenses are also available, free of charge. Please apply using this link (use "Other" and specify Kaolin Wisp): https://www.nvidia.com/en-us/research/inquiries/

If you find the NVIDIA Kaolin Wisp library useful for your research, please cite:

@misc{KaolinWispLibrary,
      author = {Towaki Takikawa and Or Perel and Clement Fuji Tsang and Charles Loop and Joey Litalien and Jonathan Tremblay and Sanja Fidler and Maria Shugrina},
      title = {Kaolin Wisp: A PyTorch Library and Engine for Neural Fields Research},
      year = {2022},
      howpublished={\url{https://github.com/NVIDIAGameWorks/kaolin-wisp}}
}

Key Features

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  • Differentiable feature grids
    • Octree grids (from NGLOD)
    • Hash grids (from Instant-NGP)
    • Triplanar texture grids (from ConvOccNet, EG3D)
    • Codebook grids (from VQAD)
  • Acceleration structures for fast raytracing
    • Octree acceleration structures based on Kaolin Core SPC
  • Tracers to trace rays against neural fields
    • PackedSDFTracer for SDFs
    • PackedRFTracer for radiance fields (NeRFs)
  • Various datasets for common neural fields
    • Standard Instant-NGP compatible datasets
    • RTMV dataset
    • SDF sampled from meshes
  • An interactive renderer where you can train and visualize neural fields
  • A set of core framework features (wisp.core) for convenience
  • A set of utility functions (wisp.ops)

Have a feature request? Leave a GitHub issue!

Getting started

1. Create an anaconda environment

The easiest way to get started is to create a virtual Python 3.8 Anaconda environment:

sudo apt-get update
sudo apt-get install libopenexr-dev 
conda create -n wisp python=3.8
conda activate wisp
pip install --upgrade pip

2. Install PyTorch

You should first install PyTorch by following the official instructions. The code has been tested with 1.9.1 to 1.12.0 on Ubuntu 20.04.

3. Install Kaolin

You should also install Kaolin, following the instructions here. WARNING: The minimum required version of Kaolin is 1.12.0. If you have any issues specifically with Camera classes not existing, make sure you have an up-to-date version of Kaolin.

4. Install the rest of the dependencies

Install the rest of the dependencies from requirements:

pip install -r requirements.txt

5. Installing the interactive renderer (optional)

If you wish to use the interactive renderer and training visualizer, you will need additional dependencies. Note that you need to have OpenGL available on your system.

To install (make sure you have the CUDA_HOME environment variable set!):

git clone --recursive https://github.com/inducer/pycuda
cd pycuda
python configure.py --cuda-root=$CUDA_HOME --cuda-enable-gl
python setup.py develop
cd ..
pip install -r requirements_app.txt

6. Installing Wisp

To install wisp, simply execute:

python setup.py develop

in the main wisp directory. You should now be able to run some examples!

Using Docker

1. Using our Dockerfile (Linux Only)

An easy way to use Wisp is to use our Dockerfile.

You first need to have a base image with Kaolin Core installed, we suggested using the Dockerfile of Kaolin Core to build it, this Dockerfile also takes a Base Image with PyTorch preinstalled, you can either build it with this Dockerfile or use one available on dockerhub or NGC

# Clone Kaolin Core
git clone --recursive https://github.com/NVIDIAGameWorks/kaolin/ path/to/kaolin
cd path/to/kaolin

# (Optional) Build the Core pytorch docker image
docker build -f tools/linux/Dockerfile.base -t kaolinbase --network=host \
    --build-arg CUDA_VERSION=11.3.1 \
    --build-arg CUDNN_VERSION=8 \
    --build-arg PYTHON_VERSION=3.9 \
    --build-arg PYTORCH_VERSION=1.11.0 \
    .

# Build the Kaolin Core docker image
# (replace kaolinbase by any image with pytorch preinstalled)
docker build -f tools/linux/Dockerfile.install -t kaolin --network=host \
    --build-arg BASE_IMAGE=kaolinbase \
    .

# Build the Wisp docker image
cd path/to/wisp
docker build -f tools/linux/Dockerfile -t wisp --network=host \
    --build-arg BASE_IMAGE=kaolin \
    --build-arg INSTALL_RENDERER \
    .

2. Running the Docker container

In order to run the interactive renderer you need to forward the DISPLAY environment variable and expose the X server on the host.

# expose the X server on the host.
sudo xhost +local:root

# Run the container
docker run --rm -it --gpus=all --net=host --ipc=host -e DISPLAY=$DISPLAY wisp

Training & Rendering with Wisp

Training NGLOD-NeRF from multiview RGB-D data

You will first need to download some sample data to run NGLOD-NeRF. Go to this Google Drive link to download a cool Lego V8 engine from the RTMV dataset.

Once you have downloaded and extracted the data somewhere, you can train a NeRF using NGLOD with:

python3 app/main.py --config configs/nglod_nerf.yaml --dataset-path /path/to/V8 --dataset-num-workers 4

This will generate logs inside _results/logs/runs/test-nglod-nerf in which you can find the trained checkpoint, and EXR images of validation outputs. We highly recommend that you install tev as the default application to open EXRs. Note that the --dataset-num-workers argument is used here to control the multiprocessing used to load ground truth images. To disable the multiprocessing, you can pass in --dataset-num-workers -1.

To view the logs with TensorBoard:

tensorboard --logdir _results/logs/runs

Want to run the code with different options? Our configuration system makes this very easy. If you want to run with a different number of levels of details:

python3 app/main.py --config configs/nglod_nerf.yaml --dataset-path /path/to/V8 --num-lods 1

Take a look at wisp/config_parser.py for the list of different options you can pass in, and configs/nglod_nerf.yaml for the options that are already passed in.

Interactive training

To run the training task interactively using the renderer engine, run:

WISP_HEADLESS=0 python3 app/main_interactive.py --config configs/nglod_nerf_interactive.yaml --dataset-path /path/to/V8 --dataset-num-workers 4

Every config file that we ship has a *_interactive.yaml counterpart that can be used for better settings (in terms of user experience) for the interactive training app. The later examples we show can all be run interactively with WISP_HEADLESS=1 python3 app/main_interactive.py and the corresponding configs.

Using wisp in headless mode

To disable interactive mode, and run wisp without loading the graphics API, set the env variable:

WISP_HEADLESS=1

Toggling this flag is useful for debugging on machines without a display. This is also needed if you opt to avoid installing the interactive renderer requirements.

Training NGLOD-SDF from meshes

We also support training neural SDFs from meshes. You will first need to download a mesh. Go to this link to download an OBJ file of the Spot cow.

Then, run the SDF training with:

python3 app/main.py --config configs/nglod_sdf.yaml --dataset-path /path/to/spot.obj

Currently the SDF sampler we have shipped with our code can be quite slow for larger meshes. We plan to release a more optimized version of the SDF sampler soon.

Training NGP for forward facing scenes

Lastly, we also show an example of training a forward-facing scene: the fox scene from instant-ngp. To train a version of the Instant-NGP, first download the fox dataset from the instant-ngp repository somewhere. Then, run the training with:

python3 app/main.py --config configs/ngp_nerf.yaml --multiview-dataset-format standard --mip 0 --dataset-path /path/to/fox

Our code supports any "standard" NGP-format datasets that has been converted with the scripts from the instant-ngp library. We pass in the --multiview-dataset-format argument to specify the dataset type, which in this case is different from the RTMV dataset type used for the other examples.

The --mip argument controls the amount of downscaling that happens on the images when they get loaded. This is useful for datasets with very high resolution images to prevent overload on system memory, but is usually not necessary for the fox dataset.

Note that our architecture, training, and implementation details still have slight differences from the published Instant-NGP.

Configuration System

Wisp accepts configuration from both the command line interface (CLI) and a yaml config file (examples in configs). Whatever config file you pass in through the --config option will be checked against the options in wisp/options.py and serve as the default arguments. This means any CLI argument you additionally pass in will overwrite the options you pass in through the --config. The order of arguments does not matter.

Wisp also supports hierarchical configs, by using the parent argument in the config to set a parent config file path in relative path from the config location or with an absolute path. Note however that only a single level of hierarchy is allowed to keep the indirection manageable.

If you get any errors from loading in config files, you likely made a typo in your field names. Check against wisp/options.py as your source of truth. (Or pass in -h for help).

What is "wisp"?

drawing

Our library is named after the atmospheric ghost light, will-o'-the-wisp, which are volumetric ghosts that are harder to model with common standard geometry representations like meshes. We provide a multiview dataset of the wisp as a reference dataset for a volumetric object. We also provide the blender file and rendering scripts if you want to generate specific data with this scene, please refer to the readme.md for greater details on how to generate the data.

Thanks

We thank James Lucas, Jonathan Tremblay, Valts Blukis, Anita Hu, and Nishkrit Desai for giving us early feedback and testing out the code at various stages throughout development. We thank Rogelio Olguin and Jonathan Tremblay for the Wisp reference data.

kaolin-wisp's People

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