Python Viewer Control#
Similar to ViewerElements
, Nerfstudio includes supports a Python interface to the viewer through which you can:
Set viewer camera pose and FOV
Set viewer scene crop
Retrieve the current viewer camera matrix
Install listeners for click events inside the viewer window
Usage#
First, instantiate a ViewerControl
object as a class variable inside a model file.
Just like ViewerElements
, you can create an instance inside any class which inherits from nn.Module
and is contained within the Pipeline
object (for example the Model
)
from nerfstudio.viewer.viewer_elements import ViewerControl
class MyModel(nn.Module): # Must inherit from nn.Module
def __init__(self):
# Must be a class variable
self.viewer_control = ViewerControl() # no arguments
Get Camera Matrix#
To get the current camera intrinsics and extrinsics, use the get_camera
function. This returns a nerfstudio.cameras.cameras.Cameras
object. This object can be used to generate RayBundles
, retrieve intrinsics and extrinsics, and more.
from nerfstudio.viewer.viewer_elements import ViewerControl, ViewerButton
class MyModel(nn.Module): # Must inherit from nn.Module
def __init__(self):
...
def button_cb(button):
# example of using the get_camera function, pass img width and height
# returns a Cameras object with 1 camera
camera = self.viewer_control.get_camera(100,100)
if camera is None:
# returns None when the viewer is not connected yet
return
# get the camera pose
camera_extrinsics_matrix = camera.camera_to_worlds[0,...] # 3x4 matrix
# generate image RayBundle
bundle = camera.generate_rays(camera_indices=0)
# Compute depth, move camera, or whatever you want
...
self.viewer_button = ViewerButton(name="Dummy Button",cb_hook=button_cb)
Set Camera Properties#
You can set the viewer camera position and FOV from python. To set position, you must define a new camera position as well as a 3D “look at” point which the camera aims towards.
from nerfstudio.viewer.viewer_elements import ViewerControl,ViewerButton
class MyModel(nn.Module): # Must inherit from nn.Module
def __init__(self):
...
def aim_at_origin(button):
# instant=False means the camera smoothly animates
# instant=True means the camera jumps instantly to the pose
self.viewer_control.set_pose(position=(1,1,1),look_at=(0,0,0),instant=False)
self.viewer_button = ViewerButton(name="Dummy Button",cb_hook=button_cb)
Scene Pointer Callbacks#
We forward user interactions with the viewer to the ViewerControl
object, which you can use to interact with the scene.
We currently support:
ViewerClick
: single clicks inside the viewer. The click is defined to be a ray that starts at the camera origin and passes through the click point on the screen, in world coordinates.ViewerRectSelect
: drag to select a rectangle in the viewer screen. The rectangle is defined by two points (top-left and bottom-right corners) in normalized OpenCV screen coordinates.
To do this, register a callback using register_pointer_cb()
.
You can also use unregister_pointer_cb()
to remove callbacks that are no longer needed. A good example is a “Click on Scene” button, that when pressed, would register a callback that would wait for the next click, and then unregister itself.
Note that the viewer can only listen to one scene pointer callback at a time. If you register a new callback, the old one will be unregistered! Be warned that if the callback includes GUI state changes (e.g., re-enabling a disabled button), they may be lost. You can ensure that the GUI state is restored by providing a removed_cb
function that will be called after the callback is removed.
from nerfstudio.viewer.viewer_elements import ViewerControl,ViewerClick
class MyModel(nn.Module): # must inherit from nn.Module
def __init__(self):
# Must be a class variable
self.viewer_control = ViewerControl() # no arguments
# Listen to clicks in the viewer...
def pointer_click_cb(click: ViewerClick):
print(f"Click at {click.origin} in direction {click.direction}, screen position {click.screen_pos}.")
self.viewer_control.register_pointer_cb("click", pointer_click_cb)
# Listen to rectangle selections in the viewer...
def pointer_rect_cb(rect: ViewerRectSelect):
print(f"Rectangular selection from {rect.min_bounds} to {rect.max_bounds}.")
self.viewer_control.register_pointer_cb("click", pointer_rect_cb)
...
# Or make a button that, once pressed, listens to clicks in the viewer.
def button_cb(button: ViewerButton):
def pointer_click_cb(click: ViewerClick):
...
self.viewer_control.unregister_pointer_cb()
self.viewer_control.register_pointer_cb("click", pointer_click_cb)
self.viewer_button = ViewerButton(name="Click on Scene", cb_hook=button_cb)
# Or make a button that, once pressed, listens to clicks in the viewer.
# Here, the button is disabled while it is listening to clicks.
# The button will become enabled again if either:
# - the callback is removed in `pointer_click_cb`, with the `unregister...`, or
# - the callback is overridden by the viewer (to listen to another callback).
def button_cb(button: ViewerButton):
def pointer_click_cb(click: ViewerClick):
...
self.viewer_control.unregister_pointer_cb()
def pointer_click_removed_cb():
self.viewer_button.set_disabled(False)
self.viewer_button.set_disabled(True)
self.viewer_control.register_pointer_cb(
"click",
cb=pointer_click_cb,
removed_cb=pointer_click_removed_cb
)
self.viewer_button = ViewerButton(name="Click on Scene", cb_hook=button_cb)
Thread safety#
Just like ViewerElement
callbacks, click callbacks are asynchronous to training and can potentially interrupt a call to get_outputs()
.