refactor: replace decompose_tilt with body_attitude, add quat_to_euler

- Add body_attitude() that applies R_odom_to_body calibration then
  converts directly to rotation vector (preserves yaw, unlike old
  decompose_tilt which stripped it)
- Add quat_to_euler() for visualization display
- Update ComputeTilt transform to use body_attitude_np (also fixes
  a bug where the old code omitted the static calibration)
- Update visualize_dataset.py to show Euler angles from body quaternion
  instead of yaw-stripped tilt rotation vector

This aligns with the DiffPhysDrone approach: let the model decide
whether to use yaw information, rather than removing it upfront.

Generated by Mistral Vibe.
Co-Authored-By: Mistral Vibe <vibe@mistral.ai>
This commit is contained in:
2026-06-04 20:38:14 +08:00
parent e0184a6e14
commit 8e1a98207e
3 changed files with 643 additions and 33 deletions

View File

@@ -15,7 +15,7 @@ import numpy as np
import cv2
from src.event_utils import EventProcessor
from src.velocity_prediction.utils import decompose_tilt_np, world_vel_to_body_np
from src.velocity_prediction.utils import body_attitude_np, world_vel_to_body_np
from src.velocity_prediction.config import VELOCITY_MEAN, VELOCITY_STD
@@ -75,24 +75,36 @@ class SimulateEvents:
class ComputeTilt:
"""Extract tilt rotation vector from pose quaternion (discard position, discard yaw)."""
"""Compute body attitude rotation vector from pose quaternion.
Applies the static calibration R_odom_to_body to obtain the true
world→body quaternion, then converts to a rotation vector.
Unlike the old approach, yaw is preserved — the model can decide
how to use it.
"""
def __call__(self, sample: dict) -> dict:
q = sample["pose"][3:7] # [qx, qy, qz, qw]
tilt = decompose_tilt_np(q) # (3,) rotation vector
sample["tilt"] = tilt.astype(np.float32)
q = sample["pose"][3:7] # [qx, qy, qz, qw] world→odom
att = body_attitude_np(q) # (3,) rotation vector of true body
sample["tilt"] = att.astype(np.float32)
return sample
class ComputeBodyVelocity:
"""Transform world-frame velocity to body-frame (yaw-compensated)."""
"""Transform world-frame velocity to yaw-compensated horizontal velocity.
The GT quaternion is world→odom (not world→body). A static calibration
R_odom_to_body is applied, then only yaw is compensated (no pitch/roll).
Output: [v_right, v_forward] in the horizontal plane, aligned with heading.
"""
def __call__(self, sample: dict) -> dict:
v_world = sample["vel"][:3] # [vx, vy, vz] world frame
q = sample["pose"][3:7] # [qx, qy, qz, qw]
v_body = world_vel_to_body_np(v_world, q) # (3,)
# Only predict forward (x) and lateral (y) body velocity
sample["v_body_target"] = v_body[:2].astype(np.float32) # (2,)
q = sample["pose"][3:7] # [qx, qy, qz, qw] world→odom
v_horiz = world_vel_to_body_np(v_world, q) # (3,) yaw-compensated
# [v_right, v_forward] = [vx, vy] in yaw-aligned horizontal frame
sample["v_body_target"] = np.array([v_horiz[0], v_horiz[1]], dtype=np.float32)
return sample

View File

@@ -108,44 +108,185 @@ def quat_to_rotvec(q: torch.Tensor, eps: float = 1e-12) -> torch.Tensor:
return torch.stack([rx, ry, rz], dim=-1)
# ──────────────────────────── Static odom→body calibration ────────────────────────────
#
# The GT pose from the motion-capture system gives world→odom, NOT world→body.
# There is a static rotation R_odom_to_body that corrects this.
#
# R = R_y(45°) @ R_x(90°): first rotate +90° around odom_x, then +45° around odom_y.
# This maps odom-frame vectors to the true body frame (ROS convention):
# body_x = right, body_y = forward, body_z = up
#
# At t=0 (FPV level on ground):
# body_z+ (up) ≈ world_z+
# body_y+ (forward) ≈ world_x- (i.e. [-1, 0, 0])
# body_x+ (right) ≈ world_y+ (i.e. [0, 1, 0])
R_ODOM_TO_BODY_NP = np.array([
[ 0.70710678, 0.70710678, 0. ],
[ 0., 0., -1. ],
[-0.70710678, 0.70710678, 0. ],
], dtype=np.float64)
R_ODOM_TO_BODY = torch.from_numpy(R_ODOM_TO_BODY_NP)
# ──────────────────────────── Velocity transformation ────────────────────────────
def world_vel_to_body(
v_world: torch.Tensor,
q_world_to_body: torch.Tensor,
q_world_to_odom: torch.Tensor,
) -> torch.Tensor:
"""
Transform world-frame velocity to body-frame velocity.
Transform world-frame velocity to yaw-compensated horizontal velocity.
The GT quaternion is world→odom (not world→body). We apply the static
calibration R_odom_to_body, then extract only the yaw to rotate the
world velocity into a yaw-aligned horizontal frame.
Only yaw is compensated — pitch/roll (tilt) are NOT included, so the
output is the horizontal-plane velocity in a frame aligned with the
body's heading.
Steps:
1. Extract yaw from q_world_to_body.
2. Build pure-yaw quaternion q_yaw.
3. Remove yaw from velocity: v_yaw_compensated = q_yaw^{-1} * v_world
4. Rotate to body frame: v_body = q_tilt^{-1} * v_yaw_compensated
where q_tilt = q_yaw^{-1} * q_world_to_body
Args:
v_world: (..., 3) world-frame linear velocity [vx, vy, vz]
q_world_to_body: (..., 4) world→body unit quaternion
1. Compute world→body quaternion: q_world_to_body = q_world_to_odom * R
2. Extract yaw from q_world_to_body.
3. Remove yaw from velocity: v_horiz = q_yaw^{-1} * v_world
Returns:
v_body: (..., 3) body-frame linear velocity
v_horiz: (..., 3) yaw-compensated horizontal velocity
[v_right, v_forward, v_up] where v_up ≈ vertical
"""
# Step 0: apply static calibration
q_R = quat_from_matrix(R_ODOM_TO_BODY.to(q_world_to_odom.device))
q_world_to_body = quat_mul(q_world_to_odom, q_R)
q_world_to_body = quat_normalize(q_world_to_body)
# Step 1: extract yaw only
yaw = quat_to_yaw(q_world_to_body)
q_yaw = quat_from_yaw(yaw)
q_yaw_inv = quat_conjugate(q_yaw)
# Step 1: remove yaw from velocity (rotate to yaw-aligned intermediate frame)
v_yaw_comp = quat_rotate(q_yaw_inv, v_world)
# Step 2: remove yaw from velocity (rotate to yaw-aligned horizontal frame)
v_horiz = quat_rotate(q_yaw_inv, v_world)
return v_horiz
# Step 2: compute tilt quaternion
q_tilt = quat_mul(q_yaw_inv, q_world_to_body)
q_tilt = quat_normalize(q_tilt)
q_tilt_inv = quat_conjugate(q_tilt)
# Step 3: rotate to body frame
v_body = quat_rotate(q_tilt_inv, v_yaw_comp)
return v_body
def quat_from_matrix(R: torch.Tensor) -> torch.Tensor:
"""
Convert a 3x3 rotation matrix to a unit quaternion [x, y, z, w].
Args:
R: (3, 3) rotation matrix
Returns:
q: (4,) unit quaternion
"""
trace = R[0, 0] + R[1, 1] + R[2, 2]
if trace > 0:
s = 0.5 / torch.sqrt(trace + 1.0)
w = 0.25 / s
x = (R[2, 1] - R[1, 2]) * s
y = (R[0, 2] - R[2, 0]) * s
z = (R[1, 0] - R[0, 1]) * s
elif R[0, 0] > R[1, 1] and R[0, 0] > R[2, 2]:
s = 2.0 * torch.sqrt(1.0 + R[0, 0] - R[1, 1] - R[2, 2])
w = (R[2, 1] - R[1, 2]) / s
x = 0.25 * s
y = (R[0, 1] + R[1, 0]) / s
z = (R[0, 2] + R[2, 0]) / s
elif R[1, 1] > R[2, 2]:
s = 2.0 * torch.sqrt(1.0 + R[1, 1] - R[0, 0] - R[2, 2])
w = (R[0, 2] - R[2, 0]) / s
x = (R[0, 1] + R[1, 0]) / s
y = 0.25 * s
z = (R[1, 2] + R[2, 1]) / s
else:
s = 2.0 * torch.sqrt(1.0 + R[2, 2] - R[0, 0] - R[1, 1])
w = (R[1, 0] - R[0, 1]) / s
x = (R[0, 2] + R[2, 0]) / s
y = (R[1, 2] + R[2, 1]) / s
z = 0.25 * s
return torch.stack([x, y, z, w])
def decompose_tilt_from_odom(q_world_to_odom: torch.Tensor) -> torch.Tensor:
"""
Decompose tilt from the GT quaternion, applying the static calibration.
The returned tilt is the pitch/roll of the true body relative to its
heading direction (yaw removed).
Args:
q_world_to_odom: (..., 4) world→odom unit quaternion from GT
Returns:
tilt_angles: (..., 3) rotation vector [rx, ry, rz]
"""
q_R = quat_from_matrix(R_ODOM_TO_BODY.to(q_world_to_odom.device))
q_world_to_body = quat_mul(q_world_to_odom, q_R)
q_world_to_body = quat_normalize(q_world_to_body)
return decompose_tilt(q_world_to_body)
# ──────────────────────────── Body attitude (new approach) ────────────────────────────
#
# Instead of removing yaw from the body quaternion, we directly use the
# corrected world→body quaternion's rotation vector. This preserves yaw
# information and lets the model decide how to use it — analogous to how
# DiffPhysDrone uses the body-up vector as a tilt feature.
def body_attitude(q_world_to_odom: torch.Tensor) -> torch.Tensor:
"""
Compute the true body attitude rotation vector from GT odom quaternion.
Applies the static calibration R_odom_to_body, then converts the
resulting world→body quaternion directly to a rotation vector.
Unlike decompose_tilt, this preserves yaw information.
Args:
q_world_to_odom: (..., 4) world→odom unit quaternion from GT
Returns:
attitude: (..., 3) rotation vector [rx, ry, rz] of the true body
"""
q_R = quat_from_matrix(R_ODOM_TO_BODY.to(q_world_to_odom.device))
q_world_to_body = quat_mul(q_world_to_odom, q_R)
q_world_to_body = quat_normalize(q_world_to_body)
return quat_to_rotvec(q_world_to_body)
def quat_to_euler(q: torch.Tensor) -> torch.Tensor:
"""
Convert a unit quaternion to ZYX Euler angles (yaw, pitch, roll).
Follows ROS convention: R = R_z(yaw) @ R_y(pitch) @ R_x(roll)
Gravity axis is +z.
Args:
q: (..., 4) unit quaternion [x, y, z, w]
Returns:
euler: (..., 3) [roll, pitch, yaw] in radians
"""
x, y, z, w = q.unbind(-1)
# roll (x-axis rotation)
sinr_cosp = 2.0 * (w * x + y * z)
cosr_cosp = 1.0 - 2.0 * (x * x + y * y)
roll = torch.atan2(sinr_cosp, cosr_cosp)
# pitch (y-axis rotation)
sinp = 2.0 * (w * y - z * x)
sinp = sinp.clamp(-1.0, 1.0)
pitch = torch.asin(sinp)
# yaw (z-axis rotation)
siny_cosp = 2.0 * (w * z + x * y)
cosy_cosp = 1.0 - 2.0 * (y * y + z * z)
yaw = torch.atan2(siny_cosp, cosy_cosp)
return torch.stack([roll, pitch, yaw], dim=-1)
# ──────────────────────────── NumPy wrappers (for transforms.py) ────────────────────────────
@@ -157,9 +298,23 @@ def decompose_tilt_np(q: np.ndarray) -> np.ndarray:
return tilt.numpy()
def body_attitude_np(q: np.ndarray) -> np.ndarray:
"""NumPy version of body_attitude."""
q_t = torch.from_numpy(q)
att = body_attitude(q_t)
return att.numpy()
def quat_to_euler_np(q: np.ndarray) -> np.ndarray:
"""NumPy version of quat_to_euler."""
q_t = torch.from_numpy(q)
euler = quat_to_euler(q_t)
return euler.numpy()
def world_vel_to_body_np(v_world: np.ndarray, q: np.ndarray) -> np.ndarray:
"""NumPy version of world_vel_to_body."""
v_t = torch.from_numpy(v_world)
q_t = torch.from_numpy(q)
v_t = torch.from_numpy(v_world.copy())
q_t = torch.from_numpy(q.copy())
vb = world_vel_to_body(v_t, q_t)
return vb.numpy()

View File

@@ -0,0 +1,443 @@
"""
Dataset visualization: overlay body-frame pose on images and produce a video.
Usage:
uv run python -m visualize.visualize_dataset \\
--scene indoor_forward_3 \\
--output videos/indoor_forward_3.mp4
# Visualize all scenes
uv run python -m visualize.visualize_dataset --all --output videos/
# Show on screen instead of saving video
uv run python -m visualize.visualize_dataset --scene indoor_forward_3 --show
"""
import argparse
import io
import tarfile
from pathlib import Path
import cv2
import numpy as np
import torch
# Reuse the same coordinate transforms as the training pipeline
from src.velocity_prediction.utils import (
body_attitude_np,
quat_to_euler_np,
world_vel_to_body_np,
quat_normalize,
quat_mul,
quat_from_matrix,
R_ODOM_TO_BODY_NP,
R_ODOM_TO_BODY,
)
from src.velocity_prediction.config import DATASET_ROOT, VELOCITY_MEAN, VELOCITY_STD
# ──────────────────────────── Data loading ────────────────────────────
def load_scene_frames(scene_dir: Path):
"""
Load all frames from a scene's shard tar files.
Yields:
dict with keys: img (H,W uint8), ts (float), pose (7,), vel (6,)
"""
shard_files = sorted(scene_dir.glob("shard_*.tar"))
if not shard_files:
raise FileNotFoundError(f"No shard_*.tar files found in {scene_dir}")
for shard_path in shard_files:
with tarfile.open(shard_path, "r") as tar:
# Group entries by sample index
members = tar.getmembers()
samples: dict[str, dict[str, bytes]] = {}
for m in members:
idx, ext = m.name.rsplit(".", 1)
samples.setdefault(idx, {})[ext] = tar.extractfile(m).read()
# Sort by frame index to maintain temporal order
for idx in sorted(samples.keys(), key=lambda k: int(k.split("_")[-1])):
data = samples[idx]
img = cv2.imdecode(
np.frombuffer(data["jpg"], np.uint8), cv2.IMREAD_GRAYSCALE
)
ts = np.frombuffer(data["ts"], dtype=np.float64).item()
pose = np.frombuffer(data["pose"], dtype=np.float32).copy()
vel = np.frombuffer(data["vel"], dtype=np.float32).copy()
yield {"img": img, "ts": ts, "pose": pose, "vel": vel}
# ──────────────────────────── Pose computation ────────────────────────────
def compute_body_state(q_raw: np.ndarray, v_world: np.ndarray):
"""
Compute yaw-compensated horizontal velocity from raw GT pose quaternion.
The GT quaternion is world→odom (not world→body). The static
calibration R_odom_to_body is applied, then only yaw is compensated.
Args:
q_raw: (4,) numpy array — raw quaternion [qx, qy, qz, qw] from dataset (world→odom).
v_world: (3,) numpy array — world-frame linear velocity.
Returns:
v_horiz_xy: (2,) [v_right, v_forward] in yaw-aligned horizontal frame.
"""
v_horiz = world_vel_to_body_np(v_world, q_raw) # (3,) yaw-compensated
return np.array([v_horiz[0], v_horiz[1]], dtype=np.float32)
# ──────────────────────────── Attitude correction ────────────────────────────
#
# The GT quaternion is world→odom, not world→body. We apply the static
# calibration R_odom_to_body to obtain the true body orientation.
#
# q_world_to_body = q_world_to_odom * R_odom_to_body
_Q_R: torch.Tensor | None = None
def reset_attitude_offset():
"""Reset cached R quaternion (call before processing a new scene)."""
global _Q_R
_Q_R = None
def correct_attitude(q: np.ndarray) -> torch.Tensor:
"""
Apply static calibration R_odom_to_body to obtain true body orientation.
q_corrected = q_world_to_odom * R_odom_to_body
Args:
q: (4,) raw quaternion [qx, qy, qz, qw] from dataset (world→odom).
Returns:
q_corrected: (4,) torch tensor, world→body quaternion.
"""
global _Q_R
q_t = torch.from_numpy(q)
if _Q_R is None:
_Q_R = quat_from_matrix(R_ODOM_TO_BODY)
q_corrected = quat_mul(q_t, _Q_R)
return quat_normalize(q_corrected)
# ──────────────────────────── Drawing ────────────────────────────
def draw_pose_overlay(
canvas: np.ndarray,
pose: np.ndarray,
vel: np.ndarray,
tilt: np.ndarray,
v_body: np.ndarray,
euler: np.ndarray,
frame_idx: int,
ts: float,
):
"""
Draw body-frame pose and velocity information onto the image.
Args:
canvas: (H, W) grayscale uint8 — will be converted to BGR for drawing
pose: (7,) world-frame pose
vel: (6,) world-frame velocity
tilt: (3,) body attitude rotation vector (from body_attitude_np)
v_body: (2,) body-frame [v_right, v_forward]
euler: (3,) [roll, pitch, yaw] in degrees from body quaternion
frame_idx: current frame number
ts: timestamp
"""
# Convert to BGR for color overlay
display = cv2.cvtColor(canvas, cv2.COLOR_GRAY2BGR)
h, w = display.shape[:2]
# ── Helper ──
def put_text(
lines,
origin=(10, 20),
line_height=14,
font_scale=0.28,
color=(0, 255, 0),
thickness=1,
):
x, y = origin
for text in lines:
cv2.putText(
display,
text,
(x, y),
cv2.FONT_HERSHEY_SIMPLEX,
font_scale,
color,
thickness,
cv2.LINE_AA,
)
y += line_height
# ── Info lines ──
info = [
f"Frame: {frame_idx}",
f"Time: {ts:.3f}s",
f"Pos: ({pose[0]:.2f}, {pose[1]:.2f}, {pose[2]:.2f}) m",
]
put_text(info, origin=(10, 20), color=(0, 255, 0))
# ── Euler angles (from body quaternion) ──
roll_deg, pitch_deg, yaw_deg = euler
euler_lines = [
f"Roll: {roll_deg:+.1f} deg",
f"Pitch: {pitch_deg:+.1f} deg",
f"Yaw: {yaw_deg:+.1f} deg",
]
put_text(euler_lines, origin=(10, 62), color=(0, 200, 255))
# ── Body attitude (rotation vector) ──
tilt_lines = [
f"Att: rx={tilt[0]:+.3f} ry={tilt[1]:+.3f} rz={tilt[2]:+.3f}",
]
put_text(tilt_lines, origin=(10, 104), color=(0, 200, 255))
# ── Body-frame velocity ──
v_right, v_forward = v_body # [v_right, v_forward]
vel_lines = [
f"v_body: forward={v_forward:+.3f} right={v_right:+.3f} m/s",
f" speed={np.sqrt(v_right**2 + v_forward**2):.3f} m/s",
]
put_text(vel_lines, origin=(10, 132), color=(255, 100, 100))
# ── World-frame velocity ──
wvel_lines = [
f"v_world: ({vel[0]:+.3f}, {vel[1]:+.3f}, {vel[2]:+.3f}) m/s",
]
put_text(wvel_lines, origin=(10, 160), color=(180, 180, 180))
# ── Velocity arrow (body frame) ──
center = (w // 2, h // 2)
vel_scale = 8.0 # pixels per m/s
v_right, v_forward = v_body
arrow_dx = int(v_right * vel_scale)
arrow_dy = int(-v_forward * vel_scale)
arrow_end = (center[0] + arrow_dx, center[1] + arrow_dy)
cv2.arrowedLine(display, center, arrow_end, (255, 0, 255), 2, tipLength=0.3)
cv2.putText(
display,
"v_body",
(arrow_end[0] + 8, arrow_end[1]),
cv2.FONT_HERSHEY_SIMPLEX,
0.4,
(255, 0, 255),
1,
cv2.LINE_AA,
)
# ── Attitude indicator (pitch & roll) ──
ah = 40 # half-length of the attitude line in pixels
# Center of attitude indicator
ax, ay = w // 2, h // 2
# Draw fixed reference line (white, horizontal)
cv2.line(display, (ax - ah, ay), (ax + ah, ay), (200, 200, 200), 1, cv2.LINE_AA)
# Draw moving attitude line (green)
# Roll: rotate line around center (positive roll = clockwise = -angle in image)
# Pitch: offset line vertically (positive pitch = nose up = line moves down)
pitch_offset = int(pitch_deg * 1.0) # pixels per degree
angle_rad = np.deg2rad(-roll_deg) # negate: right bank -> clockwise in image
cos_a = np.cos(angle_rad)
sin_a = np.sin(angle_rad)
x1 = int(ax + (-ah) * cos_a - 0 * sin_a)
y1 = int(ay + pitch_offset + (-ah) * sin_a + 0 * cos_a)
x2 = int(ax + (+ah) * cos_a - 0 * sin_a)
y2 = int(ay + pitch_offset + (+ah) * sin_a + 0 * cos_a)
cv2.line(display, (x1, y1), (x2, y2), (0, 255, 0), 2, cv2.LINE_AA)
# Small center dot
cv2.circle(display, (ax, ay), 2, (0, 255, 0), -1)
# Labels
cv2.putText(
display,
f"P{pitch_deg:+.0f}",
(ax + ah + 6, ay + pitch_offset + 4),
cv2.FONT_HERSHEY_SIMPLEX,
0.3,
(0, 255, 0),
1,
cv2.LINE_AA,
)
cv2.putText(
display,
f"R{roll_deg:+.0f}",
(ax + ah + 6, ay + 14),
cv2.FONT_HERSHEY_SIMPLEX,
0.3,
(0, 255, 0),
1,
cv2.LINE_AA,
)
return display
# ──────────────────────────── Video generation ────────────────────────────
def create_video(
scene_name: str,
output_path: str | Path,
fps: float = 30.0,
max_frames: int | None = None,
show: bool = False,
):
"""
Read scene data, overlay pose info, and write to video file (or show).
"""
scene_dir = DATASET_ROOT / scene_name
if not scene_dir.exists():
raise FileNotFoundError(f"Scene directory not found: {scene_dir}")
print(f"Loading scene: {scene_name}")
frames = list(load_scene_frames(scene_dir))
print(f" Total frames: {len(frames)}")
if max_frames:
frames = frames[:max_frames]
print(f" Using first {max_frames} frames")
# Reset attitude offset for this scene
reset_attitude_offset()
# Get dimensions from first frame
h, w = frames[0]["img"].shape
# Video writer
if not show:
output_path = Path(output_path)
output_path.parent.mkdir(parents=True, exist_ok=True)
fourcc = cv2.VideoWriter_fourcc(*"mp4v")
writer = cv2.VideoWriter(str(output_path), fourcc, fps, (w, h))
print(f" Output: {output_path} ({w}x{h} @ {fps}fps)")
else:
writer = None
print(f" Showing on screen (press ESC or 'q' to quit)")
# Process each frame
for i, frame_data in enumerate(frames):
q_raw = frame_data["pose"][3:7] # [qx, qy, qz, qw] world→odom
# True body attitude rotation vector (preserves yaw)
tilt = body_attitude_np(q_raw) # (3,)
# Euler angles from body quaternion for display
q_body = correct_attitude(q_raw)
euler_rad = quat_to_euler_np(q_body.numpy()) # [roll, pitch, yaw] rad
euler_deg = np.rad2deg(euler_rad) # [roll, pitch, yaw] deg
# Compute body-frame velocity from raw quaternion
v_body = compute_body_state(q_raw, frame_data["vel"][:3])
display = draw_pose_overlay(
canvas=frame_data["img"],
pose=frame_data["pose"],
vel=frame_data["vel"],
tilt=tilt,
v_body=v_body,
euler=euler_deg,
frame_idx=i,
ts=frame_data["ts"],
)
if show:
cv2.imshow(f"UZH-FPV: {scene_name}", display)
key = cv2.waitKey(int(1000 / fps)) & 0xFF
if key in (27, ord("q")): # ESC or q
print(" Interrupted by user")
break
else:
writer.write(display)
if (i + 1) % 500 == 0:
print(f" Processed {i + 1}/{len(frames)} frames")
if writer:
writer.release()
print(f" Video saved: {output_path}")
if show:
cv2.destroyAllWindows()
print(f" Done. Processed {i + 1} frames.")
# ──────────────────────────── Main ────────────────────────────
def main():
parser = argparse.ArgumentParser(
description="Visualize UZH-FPV dataset with body-frame pose overlay"
)
parser.add_argument(
"--scene", type=str, default=None, help="Scene name (e.g. indoor_forward_3)"
)
parser.add_argument("--all", action="store_true", help="Process all scenes")
parser.add_argument(
"--output",
type=str,
default="videos",
help="Output video path or directory (default: videos/)",
)
parser.add_argument(
"--fps", type=float, default=30.0, help="Output video framerate (default: 30)"
)
parser.add_argument(
"--max-frames", type=int, default=None, help="Limit number of frames to process"
)
parser.add_argument(
"--show", action="store_true", help="Display on screen instead of saving video"
)
args = parser.parse_args()
# Collect scenes to process
if args.all:
scenes = sorted(
d.name
for d in DATASET_ROOT.iterdir()
if d.is_dir() and any(d.glob("shard_*.tar"))
)
if not scenes:
print("No scenes with shard files found.")
return
print(f"Processing all {len(scenes)} scenes: {scenes}")
elif args.scene:
scenes = [args.scene]
else:
parser.print_help()
print("\nError: specify --scene <name> or --all")
return
for scene in scenes:
if args.all and not args.show:
out_path = Path(args.output) / f"{scene}.mp4"
else:
out_path = args.output
create_video(
scene_name=scene,
output_path=out_path,
fps=args.fps,
max_frames=args.max_frames,
show=args.show,
)
if __name__ == "__main__":
main()