darglein / adop Goto Github PK
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License: MIT License
Hi, thank you for the great project.
I noticed what you described in Custom Datasets.
Here I have some questions about my dataset scenes.
What are the inputs for training? Say I go outside and want to do the same for new places or buldings/objects. Do I need to take a series of images or a video? How do I provide or get the initial pointcloud data?
Also, is there a way to train this on a GPU without the memory that you use? I've got a GTX 1070 Ti with like 8 GB of ram. Is there a setting I can use to make that work?
Hello, I am a beginner of neural network. I want to run your program on my computer, but when I Compiling ADOP,in the command "cmake -DCMAKE_PREFIX_PATH="${CONDA}/lib/python3.8/site-packages/torch/;${CONDA}" ..",there was an error,it was "The source directory XXXXdoes not appear to contain CMakeLists.txt."How can i solve this problem?Should i write the CmakeList on myself ?Is there sth wrong in other parts ?this may easy for most people,but i sincerely hope you can answer me,thank you!
Hi,
I'm trying to learn how to use ADOP for my own set of images. I've never really used colmap before but using audomatic reconstruction in the GUI, was able to produce a dense and sparse reconstruction. Note that my .ply point cloud file is located in $SCENE_BASE/dense/0 rather than $SCENE_BASE as in the usage example in README.md.
I get tripped up by some assertion and I'm not sure if there is a workaround. Here is my output:
bart@Technodrome:~/projects/ADOP$ build/bin/colmap2adop --sparse_dir $SCENE_BASE/sparse/0 --image_dir scenes/lakeridge_pool/images --point_cloud_file $SCENE_BASE/dense/0/fused.ply --output_path scenes/lakeridge_pool --scale_intrinsics 1 --render_scale 1
register neural render info
Preprocessing Colmap scene /home/bart/projects/lakeridge/sparse/0 -> scenes/lakeridge_pool
Num cameras 1
id: 0 camera model: 2 K: 3088.08 3088.08 2016 1512 0 Dis: 0.0116571 0 0 0 0 0 0 0
Num images 186
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IMG_3139.JPG 1 -> 3 0 Position: 1.16454 1.5363 4.52841
IMG_3140.JPG 6 -> 4 0 Position: 1.55933 -0.558918 4.64452
IMG_3141.JPG 7 -> 5 0 Position: 3.61732 -0.505346 3.36747
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Num Point3D 68636
Assertion 'info.ExposureBiasValue == 0' failed!
File: /home/bart/projects/ADOP/src/apps/colmap2adop.cpp:44
Function: std::vector<float, std::allocator<float> > ExposureValuesFromImages(std::vector<std::__cxx11::basic_string<char> >, std::string)
Aborted (core dumped)
Any help would be appreciated.
Thank you,
Bart
Hi thanks for the awesome work!
I was trying to run ./bin/colmap2adop on my reconstruction, and pointed --sparse_dir --image_dir --point_cloud_file to the correct locations, but I still got the following error:
Assertion 'the pose file is required!' failed!
File: ADOP/src/lib/data/SceneData.cpp:125
Function: SceneData::SceneData(std::string)
Aborted
I tried the given boat sample data, still same problem. Could you give more context on how to obtain the poses.txt file?
Thank you!
Can not Build CUDA object src/lib/CMakeFiles/NeuralPoints.dir/rendering/PointRenderer.cu.o
/home/xgenie/projectfold/ADOP/src/lib/./config.h(25): error: inline specifier allowed on function declarations only
/home/xgenie/projectfold/ADOP/src/lib/./config.h(25): error: inline specifier allowed on function declarations only
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.h(37): error: qualified name is not allowed
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.h(39): error: Function is not a template
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.h(39): error: not a class or struct name
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.h(42): error: identifier "variable_list" is undefined
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.h(42): error: identifier "AutogradContext" is undefined
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.h(42): error: identifier "Variable" is undefined
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.h(42): error: identifier "Variable" is undefined
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.h(42): error: identifier "Variable" is undefined
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.h(43): error: identifier "Variable" is undefined
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.h(43): error: identifier "Variable" is undefined
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.h(43): error: identifier "IValue" is undefined
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.h(45): error: identifier "variable_list" is undefined
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.h(45): error: identifier "AutogradContext" is undefined
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.h(45): error: identifier "variable_list" is undefined
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(422): error: expected an identifier
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(422): error: identifier "K" is undefined
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(422): error: expected a "]"
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(422): warning: nonstandard use of "auto" to both deduce the type from an initializer and to announce a trailing return type
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(422): error: cannot deduce "auto" type (initializer required)
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(422): error: expected a ";"
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(429): error: expected an identifier
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(429): error: identifier "aff" is undefined
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(429): error: expected a "]"
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(429): warning: nonstandard use of "auto" to both deduce the type from an initializer and to announce a trailing return type
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(429): error: cannot deduce "auto" type (initializer required)
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(429): error: expected a ";"
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(621): error: expected an identifier
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(621): error: identifier "K" is undefined
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(621): error: expected a "]"
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(621): warning: nonstandard use of "auto" to both deduce the type from an initializer and to announce a trailing return type
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(621): error: cannot deduce "auto" type (initializer required)
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(621): error: expected a ";"
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(622): error: expected an identifier
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(622): error: identifier "g_point" is undefined
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(622): error: expected a "]"
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(622): warning: nonstandard use of "auto" to both deduce the type from an initializer and to announce a trailing return type
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(622): error: cannot deduce "auto" type (initializer required)
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(622): error: expected a ";"
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(686): error: expected an identifier
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(686): error: identifier "aff" is undefined
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(686): error: expected a "]"
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(686): warning: nonstandard use of "auto" to both deduce the type from an initializer and to announce a trailing return type
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(686): error: cannot deduce "auto" type (initializer required)
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(686): error: expected a ";"
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(687): error: expected an identifier
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(687): error: identifier "g_point" is undefined
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(687): error: expected a "]"
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(687): warning: nonstandard use of "auto" to both deduce the type from an initializer and to announce a trailing return type
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(687): error: cannot deduce "auto" type (initializer required)
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(687): error: expected a ";"
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(527): warning: variable "iw" was declared but never referenced
/home/xgenie/projectfold/ADOP/src/lib/rendering/PointRenderer.cu(615): warning: variable "cam2" was set but never used
i run ./build/bin/adop_viewer --scene_dir /media/xgenie/新加卷/docker/scenes/boat
but can not show any result.
The output like this:
register neural render info
Ref.
=============== Saiga ===============
| Saiga Version 1.3.2 |
| Eigen Version 3.4.0 |
| Compiler GNU |
| -> Version 7.5.0 |
| Build Type RelWithDebInfo |
| Debug 0 |
| Eigen Debug 0 |
| ASAN 0 |
| Asserts 1 |
| Optimizations 0 |
=====================================
Initializing GLFW.
Initializing GLFW sucessfull!
Creating GLFW Window. 1920x1080 Mode=3 Fullscreen=1 Borderless=0
=========================== OpenGL ===========================
| OpenGL Version 3.3 (Core Profile) Mesa 20.0.8 |
| GLSL Version 3.30 |
| Renderer llvmpipe (LLVM 10.0.0, 256 bits) |
| Vendor VMware, Inc. |
==============================================================
Initializing FFMPEG... done
[Renderer] Target resized to 1853x1025
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/imgui_gl.glsl
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/tone_map.glsl
GL ERROR : [ID,type,source,severity] [1,Error,Shader Compiler,High]
Message : [0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES]
GL ERROR : [ID,type,source,severity] [2,Error,Shader Compiler,High]
Message : [0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10]
GL_COMPUTE_SHADER info log:
0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/tone_map_linear.glsl
GL ERROR : [ID,type,source,severity] [3,Error,Shader Compiler,High]
Message : [0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES]
GL ERROR : [ID,type,source,severity] [4,Error,Shader Compiler,High]
Message : [0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10]
GL_COMPUTE_SHADER info log:
0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/compute/bloom_extract_bright.glsl
GL ERROR : [ID,type,source,severity] [5,Error,Shader Compiler,High]
Message : [0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES]
GL ERROR : [ID,type,source,severity] [6,Error,Shader Compiler,High]
Message : [0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10]
GL_COMPUTE_SHADER info log:
0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/compute/bloom_downsample.glsl
GL ERROR : [ID,type,source,severity] [7,Error,Shader Compiler,High]
Message : [0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES]
GL ERROR : [ID,type,source,severity] [8,Error,Shader Compiler,High]
Message : [0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10]
GL_COMPUTE_SHADER info log:
0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/compute/bloom_upsample.glsl
GL ERROR : [ID,type,source,severity] [9,Error,Shader Compiler,High]
Message : [0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES]
GL ERROR : [ID,type,source,severity] [10,Error,Shader Compiler,High]
Message : [0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10]
GL_COMPUTE_SHADER info log:
0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/compute/bloom_combine_simple.glsl
GL ERROR : [ID,type,source,severity] [11,Error,Shader Compiler,High]
Message : [0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES]
GL ERROR : [ID,type,source,severity] [12,Error,Shader Compiler,High]
Message : [0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10]
GL_COMPUTE_SHADER info log:
0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/compute/copy_image.glsl
GL ERROR : [ID,type,source,severity] [13,Error,Shader Compiler,High]
Message : [0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES]
GL ERROR : [ID,type,source,severity] [14,Error,Shader Compiler,High]
Message : [0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10]
GL_COMPUTE_SHADER info log:
0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/compute/compute_blur.glsl
GL ERROR : [ID,type,source,severity] [15,Error,Shader Compiler,High]
Message : [0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES]
GL ERROR : [ID,type,source,severity] [16,Error,Shader Compiler,High]
Message : [0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10]
GL_COMPUTE_SHADER info log:
0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/compute/compute_blur.glsl
GL ERROR : [ID,type,source,severity] [17,Error,Shader Compiler,High]
Message : [0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES]
GL ERROR : [ID,type,source,severity] [18,Error,Shader Compiler,High]
Message : [0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10]
GL_COMPUTE_SHADER info log:
0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/lighting/light_directional.glsl
GL ERROR : [ID,type,source,severity] [19,Error,Shader Compiler,High]
Message : [0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES]
GL_FRAGMENT_SHADER info log:
0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/lighting/light_directional.glsl
GL ERROR : [ID,type,source,severity] [20,Error,Shader Compiler,High]
Message : [0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES]
GL_FRAGMENT_SHADER info log:
0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/lighting/light_point.glsl
GL ERROR : [ID,type,source,severity] [21,Error,Shader Compiler,High]
Message : [0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES]
GL_FRAGMENT_SHADER info log:
0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/lighting/light_point.glsl
GL ERROR : [ID,type,source,severity] [22,Error,Shader Compiler,High]
Message : [0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES]
GL_FRAGMENT_SHADER info log:
0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/lighting/light_spot.glsl
GL ERROR : [ID,type,source,severity] [23,Error,Shader Compiler,High]
Message : [0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES]
GL_FRAGMENT_SHADER info log:
0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/lighting/light_spot.glsl
GL ERROR : [ID,type,source,severity] [24,Error,Shader Compiler,High]
Message : [0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES]
GL_FRAGMENT_SHADER info log:
0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/lighting/light_point.glsl
GL ERROR : [ID,type,source,severity] [25,Error,Shader Compiler,High]
Message : [0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES]
GL_FRAGMENT_SHADER info log:
0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/lighting/light_spot.glsl
GL ERROR : [ID,type,source,severity] [26,Error,Shader Compiler,High]
Message : [0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES]
GL_FRAGMENT_SHADER info log:
0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/lighting/stenciltest.glsl
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/post_processing/post_processing.glsl
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/lighting/blitDepth.glsl
Deferred Renderer initialized. Render resolution: 1853x1025
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/post_processing/imagedisplay.glsl
Program Initialized!
Loading Scene /media/xgenie/新加卷/docker/scenes/boat
====================================
Scene Loaded
Name boat
Path /media/xgenie/新加卷/docker/scenes/boat
Image Size 2880x1920
Aspect 1.5
K 2772.2 2775.23 1435.08 944.767 0
ocam 2880x1920 affine(1, 0, 0, 0, 0) cam2world() world2cam()
ocam cut 1
normalized center -0.00170931 -0.00793403
dist -0.0756776 0.0746716 0 0 0 0 -0.000658676 -0.00050782
Points 53036216
Colors 53036216
Num Images 742
Num Cameras 1
====================================
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/asset/ColoredAsset.glsl
GL ERROR : [ID,type,source,severity] [27,Error,Shader Compiler,High]
Message : [0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES]
GL_FRAGMENT_SHADER info log:
0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/asset/ColoredAsset.glsl
GL ERROR : [ID,type,source,severity] [28,Error,Shader Compiler,High]
Message : [0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES]
GL_FRAGMENT_SHADER info log:
0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/asset/ColoredAsset.glsl
GL ERROR : [ID,type,source,severity] [29,Error,Shader Compiler,High]
Message : [0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES]
GL_FRAGMENT_SHADER info log:
0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/asset/LineVertexColoredAsset.glsl
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/asset/LineVertexColoredAsset.glsl
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/asset/LineVertexColoredAsset.glsl
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/tone_map.glsl
GL ERROR : [ID,type,source,severity] [30,Error,Shader Compiler,High]
Message : [0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES]
GL ERROR : [ID,type,source,severity] [31,Error,Shader Compiler,High]
Message : [0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10]
GL_COMPUTE_SHADER info log:
0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/tone_map_linear.glsl
GL ERROR : [ID,type,source,severity] [32,Error,Shader Compiler,High]
Message : [0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES]
GL ERROR : [ID,type,source,severity] [33,Error,Shader Compiler,High]
Message : [0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10]
GL_COMPUTE_SHADER info log:
0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/compute/bloom_extract_bright.glsl
GL ERROR : [ID,type,source,severity] [34,Error,Shader Compiler,High]
Message : [0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES]
GL ERROR : [ID,type,source,severity] [35,Error,Shader Compiler,High]
Message : [0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10]
GL_COMPUTE_SHADER info log:
0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/compute/bloom_downsample.glsl
GL ERROR : [ID,type,source,severity] [36,Error,Shader Compiler,High]
Message : [0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES]
GL ERROR : [ID,type,source,severity] [37,Error,Shader Compiler,High]
Message : [0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10]
GL_COMPUTE_SHADER info log:
0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/compute/bloom_upsample.glsl
GL ERROR : [ID,type,source,severity] [38,Error,Shader Compiler,High]
Message : [0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES]
GL ERROR : [ID,type,source,severity] [39,Error,Shader Compiler,High]
Message : [0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10]
GL_COMPUTE_SHADER info log:
0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/compute/bloom_combine_simple.glsl
GL ERROR : [ID,type,source,severity] [40,Error,Shader Compiler,High]
Message : [0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES]
GL ERROR : [ID,type,source,severity] [41,Error,Shader Compiler,High]
Message : [0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10]
GL_COMPUTE_SHADER info log:
0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/compute/copy_image.glsl
GL ERROR : [ID,type,source,severity] [42,Error,Shader Compiler,High]
Message : [0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES]
GL ERROR : [ID,type,source,severity] [43,Error,Shader Compiler,High]
Message : [0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10]
GL_COMPUTE_SHADER info log:
0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/compute/compute_blur.glsl
GL ERROR : [ID,type,source,severity] [44,Error,Shader Compiler,High]
Message : [0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES]
GL ERROR : [ID,type,source,severity] [45,Error,Shader Compiler,High]
Message : [0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10]
GL_COMPUTE_SHADER info log:
0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/compute/compute_blur.glsl
GL ERROR : [ID,type,source,severity] [46,Error,Shader Compiler,High]
Message : [0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES]
GL ERROR : [ID,type,source,severity] [47,Error,Shader Compiler,High]
Message : [0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10]
GL_COMPUTE_SHADER info log:
0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10
Found experiment experiments//2021-10-30_09:17:38_multi_scene_pose/ with 1 epochs
Found experiment experiments//2021-10-30_09:14:22_boat/ with 1 epochs
loading checkpoint 2021-10-30_09:14:22_boat -> ep0600
Load Checkpoint render
Total Model Params: 574651
> Reset cuda cache
GPU memory - Point Cloud: 1272.87MB
Pinhole Intrinsics:
Tensor [1, 13] float cuda:0 Min/Max -0.0756776 2775.23 Mean 609.79 Sum 7927.27 req-grad 1
GPU memory - Texture: 848.579MB
Load Checkpoint points 53036216 max uv: 53036215
Load Checkpoint texture. Texels: 53036216 Channels: 4
Load Checkpoint pose
First pose before SE3(Quatwxyz(0.62515,-0.0614666,-0.771622,-0.100041),Vec3(2.91385,-0.583296,3.46712))
First pose after SE3(Quatwxyz(0.625108,-0.0614356,-0.771651,-0.100102),Vec3(2.91339,-0.583797,3.46737))
Load Checkpoint intrinsics
Load Checkpoint environment_map
Load Checkpoint vignette
Load Checkpoint response
Load Checkpoint exposures_values
Using Adam texture optimzier
optimizing texture with lr 0.01/0.0002
optimizing environment_map with lr 0.002
optimizing response with lr 0.001
optimizing vignette with lr 5e-06
optimizing poses with lr 0.005
Assertion 'cudaGraphicsGLRegisterImage(&graphic_resource, gl_buffer, gl_target, cudaGraphicsRegisterFlagsSurfaceLoadStore) == cudaSuccess' failed!
File: /home/xgenie/projectfold/ADOP/External/saiga/src/saiga/cuda/interop.h:73
Function: void Saiga::CUDA::Interop::initImage(unsigned int, gl::GLenum)
Message: unknown error
Maybe the problem is
loading shader /home/xgenie/projectfold/ADOP/External/saiga/shader/compute/bloom_upsample.glsl GL ERROR : [ID,type,source,severity] [38,Error,Shader Compiler,High] Message : [0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES] GL ERROR : [ID,type,source,severity] [39,Error,Shader Compiler,High] Message : [0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10] GL_COMPUTE_SHADER info log: 0:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES 0:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10
I managed to successfully compile ADOP. However, when trying to run the scene viewer, there is a Saiga::CUDA::CudaEvent::create() error, but with no interpretable error message. Do you have any ideas on how to resolve this?
Thank you!
/build/bin/adop_viewer --scene_dir scenes/tt_train
register neural render info
Git ref: 33bed24450829a7a87e98a8438141a21d2a19499
Ref.
=============== Saiga ===============
| Saiga Version 1.3.2 |
| Eigen Version 3.3.91 |
| Compiler GNU |
| -> Version 7.5.0 |
| Build Type RelWithDebInfo |
| Debug 0 |
| Eigen Debug 0 |
| ASAN 0 |
| Asserts 1 |
| Optimizations 0 |
=====================================
Initializing GLFW.
Initializing GLFW sucessfull!
Creating GLFW Window. 1920x1080 Mode=3 Fullscreen=1 Borderless=0
=========================== OpenGL ===========================
| OpenGL Version 4.5 (Core Profile) Mesa 21.0.3 |
| GLSL Version 4.50 |
| Renderer llvmpipe (LLVM 12.0.0, 256 bits) |
| Vendor Mesa/X.org |
==============================================================
[Renderer] Target resized to 1848x1016
loading shader /home/jack/Documents/ADOP/External/saiga/shader/imgui_gl.glsl
loading shader /home/jack/Documents/ADOP/External/saiga/shader/tone_map.glsl
loading shader /home/jack/Documents/ADOP/External/saiga/shader/tone_map_linear.glsl
loading shader /home/jack/Documents/ADOP/External/saiga/shader/compute/bloom_extract_bright.glsl
loading shader /home/jack/Documents/ADOP/External/saiga/shader/compute/bloom_downsample.glsl
loading shader /home/jack/Documents/ADOP/External/saiga/shader/compute/bloom_upsample.glsl
loading shader /home/jack/Documents/ADOP/External/saiga/shader/compute/bloom_combine_simple.glsl
loading shader /home/jack/Documents/ADOP/External/saiga/shader/compute/copy_image.glsl
loading shader /home/jack/Documents/ADOP/External/saiga/shader/compute/compute_blur.glsl
loading shader /home/jack/Documents/ADOP/External/saiga/shader/compute/compute_blur.glsl
loading shader /home/jack/Documents/ADOP/External/saiga/shader/lighting/light_directional.glsl
loading shader /home/jack/Documents/ADOP/External/saiga/shader/lighting/light_directional.glsl
loading shader /home/jack/Documents/ADOP/External/saiga/shader/lighting/light_point.glsl
loading shader /home/jack/Documents/ADOP/External/saiga/shader/lighting/light_point.glsl
loading shader /home/jack/Documents/ADOP/External/saiga/shader/lighting/light_spot.glsl
loading shader /home/jack/Documents/ADOP/External/saiga/shader/lighting/light_spot.glsl
loading shader /home/jack/Documents/ADOP/External/saiga/shader/lighting/light_point.glsl
loading shader /home/jack/Documents/ADOP/External/saiga/shader/lighting/light_spot.glsl
loading shader /home/jack/Documents/ADOP/External/saiga/shader/lighting/stenciltest.glsl
loading shader /home/jack/Documents/ADOP/External/saiga/shader/post_processing/post_processing.glsl
loading shader /home/jack/Documents/ADOP/External/saiga/shader/lighting/blitDepth.glsl
Deferred Renderer initialized. Render resolution: 1848x1016
loading shader /home/jack/Documents/ADOP/External/saiga/shader/post_processing/imagedisplay.glsl
Program Initialized!
Loading Scene scenes/tt_train
====================================
Scene Loaded
Name tt_train
Path /home/jack/Documents/ADOP/scenes/tt_train
Image Size 1920x1080
Aspect 1.77778
K 1159.63 1166.22 960 540 0
ocam 1920x1080 affine(1, 0, 0, 0, 0) cam2world() world2cam()
ocam cut 1
normalized center 0 0
dist -0.0634429 0.0416044 0 0 0 0 -0.000792661 -0.000517484
Points 11818812
Colors 1
Normals 1
Avg. EV -0.0733786
Num Images 301
Num Cameras 1
====================================
loading shader /home/jack/Documents/ADOP/External/saiga/shader/asset/ColoredAsset.glsl
loading shader /home/jack/Documents/ADOP/External/saiga/shader/asset/ColoredAsset.glsl
loading shader /home/jack/Documents/ADOP/External/saiga/shader/asset/ColoredAsset.glsl
loading shader /home/jack/Documents/ADOP/External/saiga/shader/asset/LineVertexColoredAsset.glsl
loading shader /home/jack/Documents/ADOP/External/saiga/shader/asset/LineVertexColoredAsset.glsl
loading shader /home/jack/Documents/ADOP/External/saiga/shader/asset/LineVertexColoredAsset.glsl
Assertion 'cudaEventCreate(&event) == cudaSuccess' failed!
File: /home/jack/Documents/ADOP/External/saiga/src/saiga/cuda/event.h:51
Function: void Saiga::CUDA::CudaEvent::create()
Message: unknown error
Aborted (core dumped)
I've followed the instructions but I don't see ./build/bin/adop_vr_viewer
I did run conda install -y -c schrodinger openvr
and compiled ADOP again.
Any suggestions here would be appreciated, thank you!
Im working on project for interaction with customs scenes for further analysis. And I want to upload generated model into my app to manipulate with it, if it`s possible.
Thank you for the great project.
In the paper you mentioned the network has an application of Image to Point Cloud Alignment. Can you share the Dataset and Experiments of that part for evaluation?
PS:
There is a small typo, In Table II, NBPG should be NPBG.
In my opinion LiDaR usually write as lidar, LIDAR or LiDAR.
Hi, I saw you provided some videos for the trained models on the different scenes. I was wondering how you generated them? Is it possible to generate them with the viewer?
How to reproduce:
$ git submodule update --init --recursive --jobs 0
fatal: remote error: upload-pack: not our ref 5de5a4409794620035dfc27128daf2c6aa915f18
Fetched in submodule path 'External/saiga', but it did not contain 5de5a4409794620035dfc27128daf2c6aa915f18. Direct fetching of that commit failed.
Hello, thanks for releasing your code!
I tried running the program (the compilation was successful) but I am unable to obtain any output in the neural view.
This is the output I get from the terminal. I am using Ubuntu 20.04.3 LTS.
(base) jeremy@jeremy-ubuntu:~/Documents/ADOP$ ./build/bin/adop_viewer --scene_dir scenes/tt_lighthouse/
register neural render info
Ref.
=============== Saiga ===============
| Saiga Version 1.3.2 |
| Eigen Version 3.3.91 |
| Compiler GNU |
| -> Version 9.3.0 |
| Build Type RelWithDebInfo |
| Debug 0 |
| Eigen Debug 0 |
| ASAN 0 |
| Asserts 1 |
| Optimizations 0 |
=====================================
Initializing GLFW.
Initializing GLFW sucessfull!
Creating GLFW Window. 1920x1080 Mode=3 Fullscreen=1 Borderless=0
=========================== OpenGL ===========================
| OpenGL Version 3.2.0 NVIDIA 495.29.05 |
| GLSL Version 1.50 NVIDIA via Cg compiler |
| Renderer NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 |
| Vendor NVIDIA Corporation |
==============================================================
[Renderer] Target resized to 1848x1016
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/imgui_gl.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/tone_map.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/tone_map_linear.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/compute/bloom_extract_bright.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/compute/bloom_downsample.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/compute/bloom_upsample.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/compute/bloom_combine_simple.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/compute/copy_image.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/compute/compute_blur.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/compute/compute_blur.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/lighting/light_directional.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/lighting/light_directional.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/lighting/light_point.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/lighting/light_point.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/lighting/light_spot.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/lighting/light_spot.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/lighting/light_point.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/lighting/light_spot.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/lighting/stenciltest.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/post_processing/post_processing.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/lighting/blitDepth.glsl
Deferred Renderer initialized. Render resolution: 1848x1016
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/post_processing/imagedisplay.glsl
Program Initialized!
Loading Scene scenes/tt_lighthouse/
====================================
Scene Loaded
Name tt_lighthouse
Path /home/jeremy/Documents/ADOP/scenes/tt_lighthouse
Image Size 2048x1080
Aspect 1.8963
K 1666.68 1661.18 1024 540 0
ocam 2048x1080 affine(1, 0, 0, 0, 0) cam2world() world2cam()
ocam cut 1
normalized center 0 0
dist -0.126731 0.0217503 0 0 0 0 0.000406465 0.000123456
Points 12313620
Colors 1
Normals 1
Num Images 309
Num Cameras 1
====================================
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/asset/ColoredAsset.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/asset/ColoredAsset.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/asset/ColoredAsset.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/asset/LineVertexColoredAsset.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/asset/LineVertexColoredAsset.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/asset/LineVertexColoredAsset.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/tone_map.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/tone_map_linear.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/compute/bloom_extract_bright.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/compute/bloom_downsample.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/compute/bloom_upsample.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/compute/bloom_combine_simple.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/compute/copy_image.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/compute/compute_blur.glsl
loading shader /home/jeremy/Documents/ADOP/External/saiga/shader/compute/compute_blur.glsl
Found experiment experiments//2021-10-30_09:17:38_multi_scene_pose/ with 1 epochs
Found experiment experiments//2021-10-30_09:14:22_boat/ with 1 epochs
loading checkpoint 2021-10-30_09:17:38_multi_scene_pose -> ep0400
Load Checkpoint render
Total Model Params: 574651
> Reset cuda cache
GPU memory - Point Cloud: 295.527MB
Pinhole Intrinsics:
Tensor [1, 13] float cuda:0 Min/Max -0.126731 1666.68 Mean 376.289 Sum 4891.75 req-grad 1
GPU memory - Texture: 197.018MB
Load Checkpoint points 12313620 max uv: 12313619
Load Checkpoint texture. Texels: 12313620 Channels: 4
Load Checkpoint pose
First pose before SE3(Quatwxyz(0.990142,-0.0887136,0.107975,0.00948205),Vec3(0.115149,0.198961,4.53537))
First pose after SE3(Quatwxyz(0.990146,-0.0887041,0.107948,0.00948975),Vec3(0.114891,0.198873,4.53539))
Load Checkpoint intrinsics
Load Checkpoint environment_map
Load Checkpoint vignette
Load Checkpoint response
Load Checkpoint exposures_values
Using Adam texture optimzier
optimizing texture with lr 0.08/0.004
optimizing environment_map with lr 0.02
optimizing response with lr 0.001
optimizing exposure with lr 0.0005
optimizing vignette with lr 5e-06
optimizing poses with lr 0.005
GPU memory - Texture: 197.018MB
Current Best (img,cam) = (0,0) EV: -0.239136
[Renderer] Target resized to 733x354
[DeferredRenderer] Resize 733x354
loading shader shader//point_render.glsl
[Renderer] Target resized to 545x249
[DeferredRenderer] Resize 545x249
loading checkpoint 2021-10-30_09:17:38_multi_scene_pose -> ep0400
Load Checkpoint render
Total Model Params: 574651
> Reset cuda cache
GPU memory - Point Cloud: 295.527MB
Pinhole Intrinsics:
Tensor [1, 13] float cuda:0 Min/Max -0.126731 1666.68 Mean 376.289 Sum 4891.75 req-grad 1
GPU memory - Texture: 197.018MB
Load Checkpoint points 12313620 max uv: 12313619
Load Checkpoint texture. Texels: 12313620 Channels: 4
Load Checkpoint pose
First pose before SE3(Quatwxyz(0.990146,-0.0887041,0.107948,0.00948975),Vec3(0.114891,0.198873,4.53539))
First pose after SE3(Quatwxyz(0.990146,-0.0887041,0.107948,0.00948975),Vec3(0.114891,0.198873,4.53539))
Load Checkpoint intrinsics
Load Checkpoint environment_map
Load Checkpoint vignette
Load Checkpoint response
Load Checkpoint exposures_values
Using Adam texture optimzier
optimizing texture with lr 0.08/0.004
optimizing environment_map with lr 0.02
optimizing response with lr 0.001
optimizing exposure with lr 0.0005
optimizing vignette with lr 5e-06
optimizing poses with lr 0.005
GPU memory - Texture: 197.018MB
Current Best (img,cam) = (0,0) EV: -0.239136
Any help would be greatly appreciated! Thank you!
Installation runs great up until the very end
[ 100%] Building CUDA object src/lib/CMakeFiles/NeuralPoints.dir/rendering/PointRenderer.cu.o
where it will hang for at least 3 hours. Making no progress but uses a single core at 100% using only a tiny fraction of ram and no swap. A100 gpu, 12 cpu cores, debain.
Anyone else had this issue?
oh and btw a 3d model and texture exporter would be good
Hi I have a question regarding the adop_viewer. l tried the adop_viewer with pretrained models on tanks and temples dataset, it works perfectly on a laptop with a 3080 GPU (8GB VRAM) on all scenes.
I guess you are using the 40GB A100 ini files for training these models, so I also tried training my data on a GPU with similar VRAM using exact settings from train_tank_and_temples_multi.ini. However, when I attempt to visualize my checkpoints on the 3080 GPU it shows CUDA out of memory for all my scenes.
My question is: for rendering, did you make some optimizations to make the trained models fit in a GPU with less VRAM? Or is there certain configurations/arguments that allows the adop_viewer to take a model trained with high-end GPUs and render on low-end GPUs? Thanks in advance!
First I would like to thank you for your greate work and making it public!
I have already build and run it sucessfully in my own machine and it works fine.
And I want to build a version to support both NVIDIA Tesla T4 (sm_75) and Tesla V100 (sm_70) to train adop. I wonder how to compile a version to support both sm_75 and sm_70. Or how to compile a version to support sm_70 on a sm_75 device?
Hi thanks for the awesome work. I was able to render very realistic scenes using my own captured data.
I have a question regarding rendering the video (PNG sequences). Is it possible to render a video interpolating between all captured (colmap) camera poses on a GPU server (with headless build)? For example NeRF and similar work would render such a video with the camera moving across all captured colmap poses, the video is very helpful for debugging/parameter tuning purposes.
I understand the current viewer is awesome with free view and mouse/keyboard control, but it would be great if you could show how to render the above video as it helps in batch processing a lot of scenes where interactive viewer does not scale.
Thank you very much!
Hi.
I'm trying to get it to work on my Manjaro with freshly installed conda.
And when I try to ./install_pytorch.sh it doesn't compile and falls with an error
FAILED: caffe2/CMakeFiles/torch_cuda.dir/utils/torch_cuda_generated_math_gpu.cu.o
cd /run/media/metya/B634BE3A34BDFE05/Projects/ADOP/External/pytorch/build/caffe2/CMakeFiles/torch_cuda.dir/utils && /home/metya/.conda/envs/adop/bin/cmake -E make_directory /run/media/metya/B634BE3A34BDFE05/Projects/ADOP/External/pytorch/build/caffe2/CMakeFiles/torch_cuda.dir/utils/. && /home/metya/.conda/envs/adop/bin/cmake -D verbose:BOOL=OFF -D build_configuration:STRING=Release -D generated_file:STRING=/run/media/metya/B634BE3A34BDFE05/Projects/ADOP/External/pytorch/build/caffe2/CMakeFiles/torch_cuda.dir/utils/./torch_cuda_generated_math_gpu.cu.o -D generated_cubin_file:STRING=/run/media/metya/B634BE3A34BDFE05/Projects/ADOP/External/pytorch/build/caffe2/CMakeFiles/torch_cuda.dir/utils/./torch_cuda_generated_math_gpu.cu.o.cubin.txt -P /run/media/metya/B634BE3A34BDFE05/Projects/ADOP/External/pytorch/build/caffe2/CMakeFiles/torch_cuda.dir/utils/torch_cuda_generated_math_gpu.cu.o.Release.cmake
/home/metya/ADOP/External/pytorch/caffe2/utils/math_gpu.cu(149): warning: the "__visibility__" attribute can only appear on functions and variables with external linkage /home/metya/ADOP/External/pytorch/caffe2/utils/math_gpu.cu(200): warning: the "__visibility__" attribute can only appear on functions and variables with external linkage
/home/metya/ADOP/External/pytorch/caffe2/utils/math_gpu.cu(236): warning: the "__visibility__" attribute can only appear on functions and variables with external linkage
/home/metya/ADOP/External/pytorch/caffe2/utils/math_gpu.cu(908): error: namespace "thrust" has no member "host_vector"
/home/metya/ADOP/External/pytorch/caffe2/utils/math_gpu.cu(908): error: expected an expression
/home/metya/ADOP/External/pytorch/caffe2/utils/math_gpu.cu(909): error: namespace "thrust" has no member "host_vector"
/home/metya/ADOP/External/pytorch/caffe2/utils/math_gpu.cu(909): error: expected an expression
/home/metya/ADOP/External/pytorch/caffe2/utils/math_gpu.cu(910): error: namespace "thrust" has no member "host_vector"
/home/metya/ADOP/External/pytorch/caffe2/utils/math_gpu.cu(910): error: type name is not allowed
/home/metya/ADOP/External/pytorch/caffe2/utils/math_gpu.cu(910): error: expected an expression
/home/metya/ADOP/External/pytorch/caffe2/utils/math_gpu.cu(912): error: identifier "A_array" is undefined
/home/metya/ADOP/External/pytorch/caffe2/utils/math_gpu.cu(913): error: identifier "B_array" is undefined
/home/metya/ADOP/External/pytorch/caffe2/utils/math_gpu.cu(914): error: identifier "C_array" is undefined
/home/metya/ADOP/External/pytorch/caffe2/utils/math_gpu.cu(917): error: identifier "A_array" is undefined
/home/metya/ADOP/External/pytorch/caffe2/utils/math_gpu.cu(919): error: identifier "B_array" is undefined
/home/metya/ADOP/External/pytorch/caffe2/utils/math_gpu.cu(920): error: identifier "C_array" is undefined
/home/metya/ADOP/External/pytorch/caffe2/utils/math_gpu.cu(1763): warning: the "__visibility__" attribute can only appear on functions and variables with external linkage
/home/metya/ADOP/External/pytorch/caffe2/utils/math_gpu.cu(2234): warning: the "__visibility__" attribute can only appear on functions and variables with external linkage
/home/metya/ADOP/External/pytorch/caffe2/utils/math_gpu.cu(2282): warning: the "__visibility__" attribute can only appear on functions and variables with external linkage
/home/metya/ADOP/External/pytorch/caffe2/utils/math_gpu.cu(2846): warning: the "__visibility__" attribute can only appear on functions and variables with external linkage
13 errors detected in the compilation of "/home/metya/ADOP/External/pytorch/caffe2/utils/math_gpu.cu".
CMake Error at torch_cuda_generated_math_gpu.cu.o.Release.cmake:281 (message):
Error generating file
/home/metya/ADOP/External/pytorch/build/caffe2/CMakeFiles/torch_cuda.dir/utils/./torch_cuda_generated_math_gpu.cu.o
[5182/6125] Building NVCC (Device) object caffe2/CMakeFiles/torch_cuda.dir/__/aten/src/ATen/native/cuda/torch_cuda_generated_UniqueCub.cu.o
ninja: build stopped: subcommand failed.
Then I follow the instructions from here #6 like said @blurgyy, i.e. install cuda-11.1 from Aur and prepend it to CUDA_PATH in cuda.sh. And it didn't work again.
Complitations of install_pytorch.sh falling with the same error all the times.
I have Manjaro on 15.4.10 kernel
My conda env installed by instruction:
# packages in environment at /home/metya/.conda/envs/adop:
#
# Name Version Build Channel
_libgcc_mutex 0.1 main
_openmp_mutex 4.5 1_gnu
astunparse 1.6.3 py_0
blas 1.0 mkl
brotlipy 0.7.0 py39h27cfd23_1003
bzip2 1.0.8 h7b6447c_0
c-ares 1.17.1 h27cfd23_0
ca-certificates 2021.10.26 h06a4308_2
certifi 2021.10.8 py39h06a4308_0
cffi 1.14.6 py39h400218f_0
charset-normalizer 2.0.4 pyhd3eb1b0_0
cmake 3.19.6 h973ab73_0
cryptography 35.0.0 py39hd23ed53_0
cudatoolkit 11.2.72 h2bc3f7f_0 nvidia
cudatoolkit-dev 11.2.2 py39h3811e60_0 conda-forge
cudnn 8.2.1.32 h86fa8c9_0 conda-forge
dataclasses 0.8 pyh6d0b6a4_7
expat 2.4.1 h2531618_2
freeimage 3.17.0 0 conda-forge
future 0.18.2 py39h06a4308_1
idna 3.2 pyhd3eb1b0_0
intel-openmp 2021.4.0 h06a4308_3561
jpeg 9d h36c2ea0_0 conda-forge
krb5 1.19.2 hac12032_0
ld_impl_linux-64 2.35.1 h7274673_9
libcurl 7.78.0 h0b77cf5_0
libedit 3.1.20210910 h7f8727e_0
libev 4.33 h7f8727e_1
libffi 3.3 he6710b0_2
libgcc-ng 9.3.0 h5101ec6_17
libgomp 9.3.0 h5101ec6_17
libnghttp2 1.41.0 hf8bcb03_2
libssh2 1.9.0 h1ba5d50_1
libstdcxx-ng 9.3.0 hd4cf53a_17
libuv 1.40.0 h7b6447c_0
lz4-c 1.9.3 h295c915_1
magma-cuda110 2.5.2 1 pytorch
mkl 2021.4.0 h06a4308_640
mkl-include 2021.4.0 h06a4308_640
mkl-service 2.4.0 py39h7f8727e_0
mkl_fft 1.3.1 py39hd3c417c_0
mkl_random 1.2.2 py39h51133e4_0
ncurses 6.3 h7f8727e_2
ninja 1.10.2 py39hd09550d_3
numpy 1.21.2 py39h20f2e39_0
numpy-base 1.21.2 py39h79a1101_0
openssl 1.1.1l h7f8727e_0
pip 21.2.4 py39h06a4308_0
pybind11 2.6.2 py39hff7bd54_1
pycparser 2.21 pyhd3eb1b0_0
pyopenssl 21.0.0 pyhd3eb1b0_1
pysocks 1.7.1 py39h06a4308_0
python 3.9.7 h12debd9_1
python_abi 3.9 2_cp39 conda-forge
pyyaml 6.0 py39h7f8727e_1
readline 8.1 h27cfd23_0
requests 2.26.0 pyhd3eb1b0_0
rhash 1.4.1 h3c74f83_1
setuptools 58.0.4 py39h06a4308_0
six 1.16.0 pyhd3eb1b0_0
sqlite 3.36.0 hc218d9a_0
tk 8.6.11 h1ccaba5_0
typing_extensions 3.10.0.2 pyh06a4308_0
tzdata 2021e hda174b7_0
urllib3 1.26.7 pyhd3eb1b0_0
wheel 0.37.0 pyhd3eb1b0_1
xz 5.2.5 h7b6447c_0
yaml 0.2.5 h7b6447c_0
zlib 1.2.11 h7b6447c_3
zstd 1.4.9 haebb681_0
Hi! I have some troubles exporting point cloud from COLMAP to compatible with ADOP format.
Here is what I did:
Hi,
I believe I may be seeing something similar to what another user has encountered. I can successfully build and run the viewer on the example boat scene but I wanted to try to run training myself.
System details:
Below is a screenshot of nvidia-smi and top during epoch 9 just before it crashes. If I'm interpreting correctly, physical RAM usage is nearly at 128GB and a few moments after the screenshot was produced, the application was terminated. I'm not sure whether this indicates a memory leak in the program or whether there is a system setting that governs swap behavior.
Config file below.
[TrainParams]
random_seed = 3746934646
do_train = true
do_eval = true
batch_size = 2
inner_batch_size = 4
inner_sample_size = 3
num_epochs = 100
save_checkpoints_its = 100
eval_only_on_checkpoint = true
name = boat
debug = false
output_file_type = .jpg
split_method =
max_images = -1
duplicate_train_factor = 1
shuffle_initial_indices = false
shuffle_train_indices = true
split_remove_neighbors = 0
split_index_file_train =
split_index_file_test =
train_on_eval = true
train_factor = 0.0000000000
num_workers_train = 4
num_workers_eval = 2
train_crop_size = 256
train_mask_border = 16
reduced_check_point = false
write_images_at_checkpoint = false
keep_all_scenes_in_memory = false
use_image_masks = false
write_test_images = true
texture_random_init = true
texture_color_init = false
train_use_crop = true
experiment_dir = experiments/
scene_base_dir = scenes/
scene_names = boat
checkpoint_directory = default_checkpoint/
loss_vgg = 1.0000000000
loss_l1 = 1.0000000000
loss_mse = 0.0000000000
min_zoom = 0.7500000000
max_zoom = 1.5000000000
crop_prefere_border = true
optimize_eval_camera = false
interpolate_eval_settings = false
noise_pose_r = 0.0000000000
noise_pose_t = 0.0000000000
noise_intr_k = 0.0000000000
noise_intr_d = 0.0000000000
noise_point = 0.0000000000
point_duplicate_factor = 1
lr_decay_factor = 0.7500000000
lr_decay_patience = 10
lock_camera_params_epochs = 50
lock_structure_params_epochs = 50
[RenderParams]
render_outliers = false
check_normal = true
ghost_gradients = true
drop_out_points_by_radius = true
outlier_count = 1000000
drop_out_radius_threshold = 0.6000000238
dropout = 0.2500000000
depth_accept = 0.0099999998
test_backward_mode = 0
distortion_gradient_factor = 0.0099999998
K_gradient_factor = 0.5000000000
[PipelineParams]
train = true
verbose_eval = false
log_render = false
log_texture = true
skip_neural_render_network = false
enable_environment_map = true
env_map_w = 1024
env_map_h = 512
env_map_channels = 4
num_texture_channels = 4
cat_env_to_color = false
cat_masks_to_color = false
[OptimizerParams]
texture_optimizer = adam
fix_render_network = false
fix_texture = false
fix_environment_map = false
fix_points = true
fix_poses = false
fix_intrinsics = true
fix_vignette = false
fix_response = false
fix_wb = true
fix_exposure = true
fix_motion_blur = true
fix_rolling_shutter = true
lr_render_network = 0.0004000000
lr_texture = 0.0100000000
lr_background_color = 0.0002000000
lr_environment_map = 0.0020000000
lr_points = 0.0001000000
lr_poses = 0.0050000000
lr_intrinsics = 0.0100000000
response_smoothness = 1.0000000000
lr_vignette = 0.0000050000
lr_response = 0.0010000000
lr_wb = 0.0010000000
lr_exposure = 0.0005000000
lr_motion_blur = 0.0050000000
lr_rolling_shutter = 0.0000020000
[NeuralCameraParams]
enable_vignette = true
enable_exposure = true
enable_response = true
enable_white_balance = false
enable_motion_blur = false
enable_rolling_shutter = false
response_params = 25
response_gamma = 0.4545454681
response_leak_factor = 0.0099999998
[MultiScaleUnet2dParams]
num_input_layers = 4
num_input_channels = 4
num_output_channels = 3
feature_factor = 4
num_layers = 4
add_input_to_filters = false
channels_last = false
half_float = false
upsample_mode = bilinear
norm_layer_down = id
norm_layer_up = id
last_act =
conv_block = gated
conv_block_up = gated
pooling = average
Any help would be appreciated. Thank you!
Hi:
I am trying to build ADOP. An error about libtorchvision.so was reported after command:
make -j10
The output:
[ 15%] Building CXX object External/torchvision/CMakeFiles/torchvision.dir/torchvision/csrc/vision.cpp.o
[ 15%] Linking CXX shared library libtorchvision.so
[ 15%] Built target torchvision
Makefile:170: recipe for target 'all' failed
It seems like the libtorchvision.so doesnt exit.
Ignoring the error above, another similar came out:
[ 46%] Built target assimp
[ 51%] Built target torchvision
[ 51%] Linking CXX static library ../../../../../lib/libgmock_main.a
[ 51%] Built target gmock_main
Makefile:170: recipe for target 'all' failed
make: *** [all] Error 2
Any help would be appreciated, thanks.
Switching to Neural View (F2) leads to crash on all scenes except of the boat scene:
(adop) creiser@creiser-home:~/ADOP$ ./build/bin/adop_viewer --scene_dir scenes/tt_lighthouse/
register neural render info
Ref.
=============== Saiga ===============
| Saiga Version 1.3.2 |
| Eigen Version 3.3.91 |
| Compiler GNU |
| -> Version 9.3.0 |
| Build Type RelWithDebInfo |
| Debug 0 |
| Eigen Debug 0 |
| ASAN 0 |
| Asserts 1 |
| Optimizations 0 |
=====================================
Initializing GLFW.
Initializing GLFW sucessfull!
Creating GLFW Window. 2560x1440 Mode=3 Fullscreen=1 Borderless=0
=========================== OpenGL ===========================
| OpenGL Version 3.2.0 NVIDIA 470.74 |
| GLSL Version 1.50 NVIDIA via Cg compiler |
| Renderer NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 |
| Vendor NVIDIA Corporation |
==============================================================
[Renderer] Target resized to 2488x1369
loading shader /home/creiser/ADOP/External/saiga/shader/imgui_gl.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/tone_map.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/tone_map_linear.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/compute/bloom_extract_bright.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/compute/bloom_downsample.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/compute/bloom_upsample.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/compute/bloom_combine_simple.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/compute/copy_image.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/compute/compute_blur.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/compute/compute_blur.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/lighting/light_directional.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/lighting/light_directional.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/lighting/light_point.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/lighting/light_point.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/lighting/light_spot.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/lighting/light_spot.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/lighting/light_point.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/lighting/light_spot.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/lighting/stenciltest.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/post_processing/post_processing.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/lighting/blitDepth.glsl
Deferred Renderer initialized. Render resolution: 2488x1369
loading shader /home/creiser/ADOP/External/saiga/shader/post_processing/imagedisplay.glsl
Program Initialized!
Loading Scene scenes/tt_lighthouse/
====================================
Scene Loaded
Name
Path scenes/tt_lighthouse/
Image Size 2048x1080
Aspect 1.8963
K 1666.68 1661.18 1024 540 0
ocam 2048x1080 affine(1, 0, 0, 0, 0) cam2world() world2cam()
ocam cut 1
normalized center 0 0
dist -0.126731 0.0217503 0 0 0 0 0.000406465 0.000123456
Points 12313620
Colors 12313620
Num Images 309
Num Cameras 1
====================================
loading shader /home/creiser/ADOP/External/saiga/shader/asset/ColoredAsset.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/asset/ColoredAsset.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/asset/ColoredAsset.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/asset/LineVertexColoredAsset.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/asset/LineVertexColoredAsset.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/asset/LineVertexColoredAsset.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/tone_map.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/tone_map_linear.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/compute/bloom_extract_bright.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/compute/bloom_downsample.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/compute/bloom_upsample.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/compute/bloom_combine_simple.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/compute/copy_image.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/compute/compute_blur.glsl
loading shader /home/creiser/ADOP/External/saiga/shader/compute/compute_blur.glsl
Found experiment experiments//2021-10-30_09:17:38_multi_scene_pose/ with 1 epochs
Found experiment experiments//2021-10-30_09:14:22_boat/ with 1 epochs
[Renderer] Target resized to 2004x1030
[DeferredRenderer] Resize 2004x1030
loading shader shader//point_render.glsl
terminate called after throwing an instance of 'c10::Error'
what(): Accessing empty ModuleHolder
Exception raised from get at /home/creiser/miniconda3/envs/adop/lib/python3.9/site-packages/torch/include/torch/csrc/api/include/torch/nn/pimpl.h:108 (most recent call first):
frame #0: c10::Error::Error(c10::SourceLocation, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >) + 0x6c (0x7f610508f7ac in /home/creiser/miniconda3/envs/adop/lib/python3.9/site-packages/torch/lib/libc10.so)
frame #1: c10::detail::torchCheckFail(char const*, char const*, unsigned int, char const*) + 0xf5 (0x7f610505b9b1 in /home/creiser/miniconda3/envs/adop/lib/python3.9/site-packages/torch/lib/libc10.so)
frame #2: RealTimeRenderer::Render(ImageInfo) + 0x143d (0x7f612669bd1d in /home/creiser/ADOP/build/bin/libNeuralPoints.so)
frame #3: <unknown function> + 0x1d847 (0x55fbca82d847 in ./build/bin/adop_viewer)
frame #4: Saiga::DeferredRenderer::renderGL(Saiga::Framebuffer*, Saiga::ViewPort, Saiga::Camera*) + 0xaf5 (0x7f6126322575 in /home/creiser/ADOP/build/External/saiga/lib/libsaiga_opengl.so)
frame #5: Saiga::OpenGLRenderer::render(Saiga::RenderInfo const&) + 0x150 (0x7f612636b430 in /home/creiser/ADOP/build/External/saiga/lib/libsaiga_opengl.so)
frame #6: Saiga::WindowBase::render() + 0x4c (0x7f612577c19c in /home/creiser/ADOP/build/External/saiga/lib/libsaiga_core.so)
frame #7: Saiga::MainLoop::render(float, float) + 0x7a (0x7f612577a87a in /home/creiser/ADOP/build/External/saiga/lib/libsaiga_core.so)
frame #8: Saiga::MainLoop::startMainLoop(Saiga::MainLoopParameters) + 0x25c (0x7f612577ac5c in /home/creiser/ADOP/build/External/saiga/lib/libsaiga_core.so)
frame #9: Saiga::WindowBase::startMainLoop(Saiga::MainLoopParameters) + 0x2b (0x7f612577c5cb in /home/creiser/ADOP/build/External/saiga/lib/libsaiga_core.so)
frame #10: <unknown function> + 0x1945c (0x55fbca82945c in ./build/bin/adop_viewer)
frame #11: __libc_start_main + 0xf3 (0x7f6104ce80b3 in /lib/x86_64-linux-gnu/libc.so.6)
frame #12: <unknown function> + 0x1986e (0x55fbca82986e in ./build/bin/adop_viewer)
Aborted (core dumped)
Hi congrats on the awesome work !
We've been working on reproducing ADOP on our datasets for a few weeks now. The data conversion and training part went flawlessly. We have a harder time using the visualization tool ADOP_VIEWER.
To allow for a seamless integration across our systems we've worked on the containerization of the environment with docker. The compilation works well but we struggle in using the viewer. Here is the Dockerfile :
ARG CUDA_VERSION=11.1
ARG UBUNTU_VERSION=20.04
FROM nvidia/cudagl:${CUDA_VERSION}-devel-ubuntu${UBUNTU_VERSION}
ARG CPU_SIZE=4
ARG PYTHON_VERSION=3.9
USER root
ENV DEPENDENCIES="/dependencies"
WORKDIR ${DEPENDENCIES}
ENV DEBIAN_FRONTEND noninteractive
#----------------------------------------------
# Dependencies
#----------------------------------------------
RUN apt-get -y update && \
apt-get -y upgrade && \
apt-get install -y \
software-properties-common \
sudo \
cmake \
build-essential \
wget \
curl \
git \
swig \
bzip2 \
xorg-dev \
x11-apps \
mesa-utils
# CMAKE
RUN apt purge -y --auto-remove cmake && \
wget -O - https://apt.kitware.com/keys/kitware-archive-latest.asc 2>/dev/null | gpg --dearmor - | sudo tee /etc/apt/trusted.gpg.d/kitware.gpg >/dev/null && \
apt-add-repository 'deb https://apt.kitware.com/ubuntu/ bionic main' && \
apt-get update && \
apt-get install -y cmake
# C++ 20
RUN add-apt-repository ppa:ubuntu-toolchain-r/test && \
apt update && \
apt-get install -y gcc-9 g++-9 && \
update-alternatives --install /usr/bin/gcc gcc /usr/bin/gcc-9 60 --slave /usr/bin/g++ g++ /usr/bin/g++-9 && \
update-alternatives --config gcc
# TBB
RUN cd ${DEPENDENCIES} && \
git clone https://github.com/wjakob/tbb.git && \
cd tbb/build && \
cmake .. && \
make -j${CPU_SIZE} && \
make install
ENV CUDA_ROOT /usr/local/cuda-${CUDA_VERSION}
ENV PATH $PATH:$CUDA_ROOT/bin
ENV LD_LIBRARY_PATH $LD_LIBRARY_PATH:$CUDA_ROOT/lib64:$CUDA_ROOT/lib:/usr/local/nvidia/lib64:/usr/local/nvidia/lib
ENV LIBRARY_PATH /usr/local/nvidia/lib64:/usr/local/nvidia/lib:/usr/local/cuda/lib64/stubs:/usr/local/cuda/lib64:/usr/local/cuda/lib$LIBRARY_PATH
# Anaconda
ENV PATH=/opt/conda/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin
RUN /bin/sh -c set -x && apt-get update --fix-missing && apt-get install -y --no-install-recommends bzip2 ca-certificates git libglib2.0-0 libsm6 libxcomposite1 libxcursor1 libxdamage1 libxext6 libxfixes3 libxi6 libxinerama1 libxrandr2 libxrender1 mercurial openssh-client procps subversion wget && apt-get clean && rm -rf /var/lib/apt/lists/* && UNAME_M="$(uname -m)" && if [ "${UNAME_M}" = "x86_64" ]; then ANACONDA_URL="https://repo.anaconda.com/archive/Anaconda3-2021.11-Linux-x86_64.sh"; SHA256SUM="fedf9e340039557f7b5e8a8a86affa9d299f5e9820144bd7b92ae9f7ee08ac60"; elif [ "${UNAME_M}" = "s390x" ]; then ANACONDA_URL="https://repo.anaconda.com/archive/Anaconda3-2021.11-Linux-s390x.sh"; SHA256SUM="1504e9259816c5804eff1304fe7e339517b9fc1a08bfd991bc525a7efb6568f1"; elif [ "${UNAME_M}" = "aarch64" ]; then ANACONDA_URL="https://repo.anaconda.com/archive/Anaconda3-2021.11-Linux-aarch64.sh"; SHA256SUM="4daacb88fbd3a6c14e28cd3b37004ed4c2643e2b187302e927eb81a074e837bc"; elif [ "${UNAME_M}" = "ppc64le" ]; then ANACONDA_URL="https://repo.anaconda.com/archive/Anaconda3-2021.11-Linux-ppc64le.sh"; SHA256SUM="7eb6a95925ee756240818599f8dcbba7a155adfb05ef6cd5336aa3c083de65f3"; fi && wget "${ANACONDA_URL}" -O anaconda.sh -q && echo "${SHA256SUM} anaconda.sh" > shasum && sha256sum --check --status shasum && /bin/bash anaconda.sh -b -p /opt/conda && rm anaconda.sh shasum && ln -s /opt/conda/etc/profile.d/conda.sh /etc/profile.d/conda.sh && echo ". /opt/conda/etc/profile.d/conda.sh" >> ~/.bashrc && echo "conda activate base" >> ~/.bashrc && find /opt/conda/ -follow -type f -name '*.a' -delete && find /opt/conda/ -follow -type f -name '*.js.map' -delete && /opt/conda/bin/conda clean -afy # buildkit
ENV CC=gcc-9
ENV CXX=g++-9
ENV CUDAHOSTCXX=g++-9
#----------------------------------------------
# ADOP
#----------------------------------------------
ENV WORKSPACES="/workspaces"
ENV PROJECT="ADOP"
RUN mkdir ${WORKSPACES} && \
cd ${WORKSPACES} && \
git clone https://github.com/darglein/${PROJECT}.git && \
cd ${PROJECT} && \
git submodule update --init --recursive --jobs 0
WORKDIR ${WORKSPACES}/${PROJECT}
RUN ./create_environment.sh
RUN echo "source activate adop" > ~/.bashrc
ENV PATH ${CONDA}/bin:$PATH
RUN ./install_pytorch.sh
ENV CONDA=/opt/conda/envs/adop
RUN mkdir build && \
cd build && \
cmake -DCMAKE_PREFIX_PATH="${CONDA}/lib/python${PYTHON_VERSION}/site-packages/torch/;${CONDA}" \
-DCMAKE_CUDA_COMPILER=${CONDA}/bin/nvcc .. && \
make -j${CPU_SIZE}
#-------------------------------------------------------------
# Post Processing
#-------------------------------------------------------------
ENV USER=dock
ENV GROUP=sudo
RUN useradd -ms /bin/bash ${USER} && \
usermod -aG ${GROUP} ${USER}
RUN cd ${WORKSPACES} && \
chown -R dock:dock ./ADOP
USER root
RUN apt-get autoremove -y && \
apt-get autoclean -y && \
rm -rf /var/lib/apt/lists/*
# Resolve authorization problem
RUN echo "${USER} ALL=(ALL) NOPASSWD: ALL" \
>/etc/sudoers.d/${USER} && \
chmod 0440 /etc/sudoers.d/${USER}
USER dock
Trying to open the viewer on one of your scenes leads to "CUDA out of memory" Error (using a GeForce RTX 2060 6GB).
Trying to open the viewer with a scene trained on our data leads to :
Assertion 'cudaDeviceSynchronize() == cudaSuccess' failed!
File: /dependencies/ADOP/src/lib/rendering/PointRenderer.cu:1333
Function: void PointRendererCache::RenderForwardMulti(int, NeuralPointCloudCuda)
Message: device-side assert triggered
Why does this error pop up ? Do you know how we should go about this error ?
Thanks for your help !
When I started adop_train, the program reported the following error:
terminate called after throwing an instance of 'std::runtime_error'
what(): nvrtc: error: failed to open libnvrtc-builtins.so.11.2.
Make sure that libnvrtc-builtins.so.11.2 is installed correctly.
nvrtc comilation failed:
#define NAN __int_as_float(0x7fffffff)
......
Even after adding the directory path to the LD_LIBRARY_PATH the error still persists.
Have other download link?
As the title says, not everyone has that dependency installed and will receive this error during compilation:
Could not find nvcc, please set CUDAToolkit_ROOT.
Hi,
I am running the training of Boat example on a 12G RTX3060LHR which is a rather low end card compare to the hardware the model been tested with.
I managed to run training without dump core but the it stuck at around 40% at epoch 1 without improvement.
Setting i tried:
Inner batch size : 4 or 8
Batch size: 2
Train crop size: 256 or 128
Hi, I'm a reader from arxiv. Arxiv lists this repo as replication code for the paper. But there is no code.
One way to fix that is to remove the repo from the arxiv listing. When you share the replication code, you would link the repo back to the paper.
However, I would encourage you to share the code as is!
Pros:
Cons:
Thanks for releasing ADOP. If I want to test ADOP on my own image dataset, I'll need to
a) pre-process them with Colmap (do I need a dense reconstruction, a sparse reconstruction or just the camera poses?)
b) convert them to ADOP format via colmap2adop
c) load them into the ADOP/scenes
folder
before running ADOP?
Hello.
It was not until I compiled ADOP in VirtualBox that I found virtual machine cannot use GPU of my computer. adop_viewer
crashed while I tried to run ADOP on pretrained models.
I don't have computers with Ubuntu system. So my question is, is it possible to compile the ADOP on WSL? And more importantly, will adop_viewer
shows GUI while running in WSL?
Thanks.
Through a lot of trial and error I managed to get both the ADOP viewer and trainer set up on Ubuntu 20.04.
SETUP
I'm trying to run my own dataset through the trainer to see how it is. I only have an Nvidia GTX 1070 card with 8GB of VRAM, 16GB of physical RAM but plenty of hard disk space. I've gotten to the point that the trainer runs without crashing. My dataset is 175 images, downscaled to 1000x562, converted from a ~7M point-cloud project in COLMAP.
PROBLEM
However, running the trainer seems to take up over 1GB per epoch on top of the base amount. This quickly sends my RAM usage to
near full. Luckily I have a large swap partition but that too fills up over hundreds of epochs. Is this expected behaviour or a memory leak? Or could it be because my install or conda environment might be faulty? Or is it my incapable hardware? In any case, once all my swap space gets filled the program is unfortunately killed on its own.
If tweaking any of the training config or dataset parameters could potentially fix or mitigate this issue, please do let me know. Thank you for your work on this, I find this to be a very interesting project.
i use COLMAPY autoreconstruction my scene and run colmap2adop tool,after a long time i got:
Loading initial PLY point cloud and preprocessing it (done only once)
Node Trans: 0 0 0 1(almost 5 hours for 102MB .ply file)
Starting Build KDTree... Done in 2582.41ms.
Starting RemoveLonelyPoints...Assertion 'idx != i' failed!
File: /home/lpa/ADOP/src/lib/data/SceneData.cpp:Assertion 'idx != i' failed!
File: /home/lpa/ADOP/src/lib/data/SceneData.cpp:552
Function: void SceneData::RemoveLonelyPoints(int, float)
I would be very grateful if Colab Notebook were also made using this code
You need to install libjpeg:
sudo apt install libjpeg-dev
Hi Darius, very impressive work!
I'd like to understand better where this fits in in the overall landscape and therefore have some questions:
a) The way I understand it ADOP needs to be trained individually per dataset, correct? If so, how long does such training take, roughly, as a function of # of input points or images?
b) Once trained how large (GBs) will the resulting trained model, descriptors etc. be?
c) If novel views are desired, does each novel view have to be pre-specified at training-time? Or can novel views be synthesized on-the-fly based on user input/navigation and the trained model?
Again, great work and super exciting stuff!
Kind regards
Super cool work! would be great to have a pytorch wrapper. Thanks!
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