| Name | Message | Date |
|---|---|---|
| π lib.rs | 5 hours ago | |
| π recording.rs | 4 hours ago | |
| π scene.rs | 4 hours ago | |
| π synth.rs | 4 hours ago |
📄
replay/src/synth.rs
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//! The synthetic depth-camera: a software Kinect. //! //! Every frame, [`SyntheticSource`] raycasts the scene β one ray per //! depth pixel β and emits a raw [`DepthFrame`]: a millimetre depth map //! plus RGB from the center (Kinect) viewpoint, *and* RGB from the two //! side webcams, exactly what the live rig produces. `splatgen` then //! turns those frames into surfels and occlusion-proxy splats, so the //! dev/CI path exercises the real depth-processing pipeline. //! //! Realism knobs: the source injects deterministic sensor noise //! ([`NoiseParams`]) β isolated fliers and per-pixel jitter β so the //! flier removal and bilateral filter have real work to do. The noise is //! a pure function of `(frame, pixel)`, never the wall clock: playback //! stays deterministic. //! //! The subject sways a little, also deterministically, so temporal //! behaviour is testable. The head's flanks carry distinct tints (see //! [`crate::scene`]), visible mainly to the side cameras β ground truth //! for the ellipsoid-proxy recolouring. use anyhow::Result; use glam::{UVec2, Vec3}; use rig::{Camera, DepthFrame, DepthSource, Rig, SideRgb}; use crate::scene::{Scene, Surface}; /// Where the synthetic subject sits: 2 m in front of the rig's center /// camera at the origin. pub const SUBJECT: Vec3 = Vec3::new(0.0, 0.0, 2.0); /// Subject sway amplitude, metres, and period in frames. const SWAY_AMPLITUDE_M: f32 = 0.04; const SWAY_PERIOD_FRAMES: u64 = 90; /// The depth range a Kinect v2 reports; synthetic noise stays in it. const KINECT_MIN_MM: u16 = 500; const KINECT_MAX_MM: u16 = 4000; /// Sensor noise injected into the synthetic depth maps. /// /// Deterministic: a pure function of the frame index and pixel, so /// playback is reproducible. #[derive(Debug, Clone, Copy, PartialEq)] pub struct NoiseParams { /// Fraction of valid pixels replaced with a random depth (fliers), /// in `[0, 1]`. pub flier_rate: f32, /// Per-pixel depth jitter, Β± millimetres. pub jitter_mm: u32, } impl Default for NoiseParams { fn default() -> Self { // Mild but realistic: scattered fliers, a few mm of jitter. Self { flier_rate: 0.005, jitter_mm: 4, } } } impl NoiseParams { /// Clean frames: no fliers, no jitter. pub const OFF: NoiseParams = NoiseParams { flier_rate: 0.0, jitter_mm: 0, }; } /// Deterministic uniform noise in `[0, 1)` for a pixel: a hash of /// `(frame, x, y, salt)` β no RNG state, so playback is reproducible. fn noise01(frame: u64, x: u32, y: u32, salt: u32) -> f32 { let mut h = (frame as u32) ^ x.wrapping_mul(0x9E37_79B1) ^ y.wrapping_mul(0x85EB_CA77) ^ salt.wrapping_mul(0xC2B2_AE3D); h ^= h >> 16; h = h.wrapping_mul(0x7FEB_352D); h ^= h >> 15; h = h.wrapping_mul(0x846C_A68B); h ^= h >> 16; h as f32 / u32::MAX as f32 } /// Center-camera focal ratios (per resolution pixel): a ~70Β° horizontal /// and 60Β° vertical field of view, like the Kinect v2 depth sensor. const CENTER_FX: f32 = 0.714_074; // 1 / (2 * tan(35Β°)), FOV_x = 70Β° const CENTER_FY: f32 = 0.866_025_4; // 1 / (2 * tan(30Β°)), FOV_y = 60Β° /// Side-camera focal ratio: a 60Β° horizontal FOV, square pixels. const SIDE_FX: f32 = 0.866_025_4; // 1 / (2 * tan(30Β°)) /// The development rig: a Kinect-like center camera flanked by two /// webcams 0.8 m apart, converged on [`SUBJECT`]. /// /// The center camera approximates the Kinect v2 depth sensor (70Β° Γ 60Β° /// field of view); the side cameras are typical 60Β° webcams. Pass smaller /// resolutions to keep the same fields of view with fewer pixels β what /// the test suites use to stay fast. pub fn dev_rig_with_resolutions(center: UVec2, side: UVec2) -> Rig { // Kinect v2 depth: ~70Β° x 60Β° field of view. let center = Camera { id: "kinect".into(), pose: rig::CameraPose::looking_at(Vec3::ZERO, SUBJECT), intrinsics: rig::CameraIntrinsics { fx: CENTER_FX * center.x as f32, fy: CENTER_FY * center.y as f32, cx: center.x as f32 / 2.0, cy: center.y as f32 / 2.0, }, resolution: center, }; // Typical webcams with a 60 degree horizontal FOV. let make_side = |x: f32| Camera { id: if x < 0.0 { "left" } else { "right" }.to_owned(), pose: rig::CameraPose::looking_at(Vec3::new(x, 0.0, 0.0), SUBJECT), intrinsics: rig::CameraIntrinsics { fx: SIDE_FX * side.x as f32, fy: SIDE_FX * side.y as f32, cx: side.x as f32 / 2.0, cy: side.y as f32 / 2.0, }, resolution: side, }; Rig { left: make_side(-0.4), center, right: make_side(0.4), } } /// The development rig at full size: Kinect-like depth at 256x212 /// (~54k depth pixels, inside the plan's 50β150k splat budget) and /// 640x480 webcams. pub fn dev_rig() -> Rig { dev_rig_with_resolutions(UVec2::new(256, 212), UVec2::new(640, 480)) } /// A synthetic source over the default development scene (see /// [`dev_rig`]), at `fps` frames per second. pub fn dev_source(fps: f32) -> SyntheticSource { dev_source_with(&dev_rig(), SUBJECT, fps) } /// A synthetic source over the default development scene with a custom /// rig and subject position β what the configurable app uses. The rig's /// center camera is the depth viewpoint; its side cameras provide the /// side RGB. pub fn dev_source_with(rig: &Rig, subject: Vec3, fps: f32) -> SyntheticSource { let (head, shoulders) = Scene::head_and_shoulders(subject); SyntheticSource::new( Scene::new().with(Scene::backdrop(subject)), vec![head, shoulders], rig.clone(), fps, ) } /// A synthetic depth-camera frame source. pub struct SyntheticSource { /// Static surroundings (backdrop). scene: Scene, /// The animated subject surfaces, translated by the sway offset each /// frame. subject: Vec<Surface>, /// The whole rig: the center camera is the depth viewpoint, the /// side cameras provide side RGB. rig: Rig, fps: f32, noise: NoiseParams, frame_index: u64, } impl SyntheticSource { pub fn new(scene: Scene, subject: Vec<Surface>, rig: Rig, fps: f32) -> Self { Self { scene, subject, rig, fps: fps.max(1.0), noise: NoiseParams::default(), frame_index: 0, } } /// Override the sensor noise; [`NoiseParams::OFF`] for clean frames. pub fn with_noise(mut self, noise: NoiseParams) -> Self { self.noise = noise; self } /// The number of frames produced so far. pub fn frame_index(&self) -> u64 { self.frame_index } /// The depth viewpoint: the rig's center camera. pub fn center(&self) -> &Camera { &self.rig.center } /// The deterministic subject sway offset for a given frame. fn sway_offset(&self, frame: u64) -> Vec3 { let phase = 2.0 * std::f32::consts::PI * (frame % SWAY_PERIOD_FRAMES) as f32 / SWAY_PERIOD_FRAMES as f32; Vec3::new(SWAY_AMPLITUDE_M * phase.sin(), 0.0, 0.0) } /// The full scene for a given frame: static surroundings plus the /// swayed subject. fn frame_scene(&self, frame: u64) -> Scene { let offset = self.sway_offset(frame); let mut scene = self.scene.clone(); for surface in &self.subject { scene.surfaces.push(surface.translated(offset)); } scene } /// The colour image one camera sees: RGB, 3 bytes per pixel. fn cast_rgb(&self, scene: &Scene, camera: &Camera) -> Vec<u8> { let (width, height) = (camera.resolution.x, camera.resolution.y); let mut rgb = vec![0_u8; (width * height * 3) as usize]; for y in 0..height { for x in 0..width { let (origin, dir) = camera.pixel_ray(x as f32 + 0.5, y as f32 + 0.5); let Some(hit) = scene.cast_ray(origin, dir) else { continue; }; let idx = (y * width + x) as usize; rgb[idx * 3] = (hit.color[0] * 255.0) as u8; rgb[idx * 3 + 1] = (hit.color[1] * 255.0) as u8; rgb[idx * 3 + 2] = (hit.color[2] * 255.0) as u8; } } rgb } /// Raycast one frame: the clean depth map and RGB the software /// Kinect sees. fn cast_frame(&self, frame: u64) -> (Vec<u16>, Vec<u8>) { let scene = self.frame_scene(frame); let camera = &self.rig.center; let (width, height) = (camera.resolution.x, camera.resolution.y); let camera_from_world = camera.pose.camera_from_world(); let mut depth = vec![0_u16; (width * height) as usize]; let mut rgb = vec![0_u8; (width * height * 3) as usize]; for y in 0..height { for x in 0..width { // Sample through pixel centres. let (origin, dir) = camera.pixel_ray(x as f32 + 0.5, y as f32 + 0.5); let Some(hit) = scene.cast_ray(origin, dir) else { continue; // no return: depth stays 0 }; // Planar depth along the viewing axis, in millimetres β // what a Kinect depth map reports. let z = camera_from_world.transform_point3(hit.position).z; let idx = (y * width + x) as usize; depth[idx] = (z * 1000.0).round().clamp(1.0, u16::MAX as f32) as u16; rgb[idx * 3] = (hit.color[0] * 255.0) as u8; rgb[idx * 3 + 1] = (hit.color[1] * 255.0) as u8; rgb[idx * 3 + 2] = (hit.color[2] * 255.0) as u8; } } (depth, rgb) } /// Apply the deterministic sensor noise to a clean frame. fn add_noise(&self, depth: &mut [u16], frame: u64) { if self.noise == NoiseParams::OFF { return; } let width = self.rig.center.resolution.x; for (i, d) in depth.iter_mut().enumerate() { if *d == 0 { continue; // invalid pixels stay invalid } let x = (i as u32) % width; let y = (i as u32) / width; if self.noise.jitter_mm > 0 { let jitter = noise01(frame, x, y, 1) * 2.0 - 1.0; let delta = (jitter * self.noise.jitter_mm as f32).round() as i32; *d = (*d as i32 + delta).clamp(1, u16::MAX as i32) as u16; } if self.noise.flier_rate > 0.0 && noise01(frame, x, y, 2) < self.noise.flier_rate { let span = (KINECT_MAX_MM - KINECT_MIN_MM) as f32; *d = KINECT_MIN_MM + (noise01(frame, x, y, 3) * span) as u16; } } } /// Build the raw depth frame for `frame`, including the side RGB. fn build_frame(&self, frame: u64) -> DepthFrame { let (mut depth, rgb) = self.cast_frame(frame); self.add_noise(&mut depth, frame); let scene = self.frame_scene(frame); let side_rgb = SideRgb { left: self.cast_rgb(&scene, &self.rig.left), left_resolution: self.rig.left.resolution, right: self.cast_rgb(&scene, &self.rig.right), right_resolution: self.rig.right.resolution, }; DepthFrame { timestamp_secs: frame as f64 / self.fps as f64, depth_mm: depth, rgb, side_rgb: Some(side_rgb), } } } impl DepthSource for SyntheticSource { fn camera(&self) -> &Camera { &self.rig.center } fn rig(&self) -> Rig { self.rig.clone() } fn next_depth_frame(&mut self) -> Result<DepthFrame> { let frame = self.frame_index; self.frame_index += 1; Ok(self.build_frame(frame)) } } #[cfg(test)] mod tests { use super::*; use crate::scene; use glam::uvec2; use rig::DepthSource; /// A small-resolution source so tests stay fast: 32x24 depth pixels. fn tiny_source() -> SyntheticSource { let rig = dev_rig_with_resolutions(uvec2(32, 24), uvec2(64, 48)); dev_source_with(&rig, SUBJECT, 30.0) } /// The straight-ahead ray passes below the head and hits the front /// of the shoulders: ~1.85 m out. const SHOULDER_FRONT_MM: f32 = 1852.0; #[test] fn frames_are_depth_maps_like_a_kinect() { let mut src = tiny_source(); let frame = src.next_depth_frame().expect("frame"); assert_eq!(frame.depth_mm.len(), 32 * 24); assert_eq!(frame.rgb.len(), 32 * 24 * 3); // Every ray hits something (the backdrop is infinite): all // depths valid. assert!(frame.depth_mm.iter().all(|&d| d > 0)); // The pixel looking straight at the subject sees the front of // the shoulders (Β± noise), in the shoulders' colour. let mid = 12 * 32 + 16; assert!( (frame.depth_mm[mid] as f32 - SHOULDER_FRONT_MM).abs() < 40.0, "center depth {} mm", frame.depth_mm[mid] ); let shoulders = &frame.rgb[mid * 3..mid * 3 + 3]; assert!( (shoulders[0] as i32 - 51).abs() < 6 && (shoulders[1] as i32 - 89).abs() < 6 && (shoulders[2] as i32 - 140).abs() < 6, "shoulders rgb {shoulders:?}" ); // A top-corner pixel sees the backdrop behind the subject. let corner = frame.depth_mm[32 + 2] as f32; assert!((corner - 2800.0).abs() < 200.0, "corner depth {corner}"); } #[test] fn side_rgb_covers_the_webcams() { // Higher-resolution webcams so the thin tint flanks are sampled. let rig = dev_rig_with_resolutions(uvec2(32, 24), uvec2(160, 120)); let mut src = dev_source_with(&rig, SUBJECT, 30.0); let frame = src.next_depth_frame().expect("frame"); let sides = frame.side_rgb.as_ref().expect("side rgb"); assert_eq!(sides.left.len(), 160 * 120 * 3); assert_eq!(sides.right.len(), 160 * 120 * 3); assert_eq!(sides.left_resolution, uvec2(160, 120)); // The head's flanks carry the side tints: the left camera's // image must contain the left tint, the right camera's the // right tint. let has_tint = |rgb: &[u8], tint: [f32; 3]| { rgb.as_chunks::<3>().0.iter().any(|px| { (px[0] as i32 - (tint[0] * 255.0) as i32).abs() < 8 && (px[2] as i32 - (tint[2] * 255.0) as i32).abs() < 8 }) }; assert!( has_tint(&sides.left, scene::HEAD_LEFT_TINT), "left tint in left image" ); assert!(has_tint(&sides.right, scene::HEAD_RIGHT_TINT)); } #[test] fn timestamps_advance_with_index() { let mut src = tiny_source(); assert_eq!(src.next_depth_frame().unwrap().timestamp_secs, 0.0); assert!((src.next_depth_frame().unwrap().timestamp_secs - 1.0 / 30.0).abs() < 1e-9); assert!((src.next_depth_frame().unwrap().timestamp_secs - 2.0 / 30.0).abs() < 1e-9); } #[test] fn playback_is_deterministic() { let mut a = tiny_source(); let mut b = tiny_source(); for _ in 0..5 { assert_eq!(a.next_depth_frame().unwrap(), b.next_depth_frame().unwrap()); } } #[test] fn subject_sways_and_repeats() { // The sway is periodic in the frame index; the sensor noise is // not, so exact repetition is asserted on clean frames. let mut src = tiny_source().with_noise(NoiseParams::OFF); let frame0 = src.next_depth_frame().unwrap(); // After a quarter period the sway is near its maximum. let mut quarter = None; while src.frame_index() <= SWAY_PERIOD_FRAMES / 4 { quarter = Some(src.next_depth_frame().unwrap()); } let quarter = quarter.expect("quarter frame produced"); assert_ne!(frame0.depth_mm, quarter.depth_mm, "no visible sway"); // The frame at index SWAY_PERIOD_FRAMES repeats frame 0 exactly. let mut period = None; while src.frame_index() <= SWAY_PERIOD_FRAMES { period = Some(src.next_depth_frame().unwrap()); } let period = period.expect("period frame produced"); assert_eq!(frame0.depth_mm, period.depth_mm, "sway must be periodic"); assert_eq!(frame0.rgb, period.rgb); assert_eq!(frame0.side_rgb, period.side_rgb); // With noise on, the sway still moves the same pixels but the // exact map differs β noise must not be frame-periodic. let mut noisy = tiny_source(); let n0 = noisy.next_depth_frame().unwrap(); let mut quarter = None; while noisy.frame_index() <= SWAY_PERIOD_FRAMES / 4 { quarter = Some(noisy.next_depth_frame().unwrap()); } assert_ne!(n0.depth_mm, quarter.unwrap().depth_mm); } #[test] fn sway_offset_is_deterministic_and_bounded() { let src = tiny_source(); assert_eq!(src.sway_offset(0), Vec3::ZERO); assert_eq!(src.sway_offset(SWAY_PERIOD_FRAMES), Vec3::ZERO); let max = src.sway_offset(SWAY_PERIOD_FRAMES / 4); assert!(max.x > 0.99 * SWAY_AMPLITUDE_M, "sway max was {max:?}"); for frame in 0..SWAY_PERIOD_FRAMES * 2 { let o = src.sway_offset(frame); assert!(o.x.abs() <= SWAY_AMPLITUDE_M + 1e-5); } } #[test] fn noise_is_deterministic_and_can_be_disabled() { // Noise must not break determinism, and OFF must give clean maps. let mut noisy = tiny_source(); let mut clean = tiny_source().with_noise(NoiseParams::OFF); let noisy_frame = noisy.next_depth_frame().unwrap(); let clean_frame = clean.next_depth_frame().unwrap(); assert_ne!(noisy_frame.depth_mm, clean_frame.depth_mm); // Clean frames repeat exactly across sources. let mut clean2 = tiny_source().with_noise(NoiseParams::OFF); assert_eq!(clean_frame, clean2.next_depth_frame().unwrap()); // And noisy ones too. let mut noisy2 = tiny_source(); assert_eq!(noisy_frame, noisy2.next_depth_frame().unwrap()); // Jitter is bounded: every noisy depth within Β±jitter of the // clean one (fliers excepted). let mut fliers = 0; for (n, c) in noisy_frame.depth_mm.iter().zip(&clean_frame.depth_mm) { if (*n as i32 - *c as i32).abs() > NoiseParams::default().jitter_mm as i32 + 1 { fliers += 1; } } assert!( fliers as f32 <= 3.0 * NoiseParams::default().flier_rate * 32.0 * 24.0, "too many changed pixels: {fliers}" ); } #[test] fn dev_rig_is_symmetric() { let rig = dev_rig(); assert_eq!(rig.left.resolution, uvec2(640, 480)); assert_eq!(rig.right.resolution, uvec2(640, 480)); assert_eq!(rig.center.resolution, uvec2(256, 212)); // The center camera sits exactly between the side cameras. let mid = rig.virtual_pose(0.5); assert!(mid.position.distance(rig.center.pose.position) < 1e-6); // And it looks at the subject. let forward = mid.rotation * Vec3::Z; let to_subject = (SUBJECT - mid.position).normalize(); assert!(forward.dot(to_subject) > 0.999); } }