Refactor texture baking logic in generate3d function of inference.py to utilize per-vertex colors for improved texture quality. Updated the method for filling the texture image to enhance the visual output in mesh exports.
37c1f6f
import numpy as np | |
import torch | |
import time | |
import tempfile | |
import zipfile | |
import nvdiffrast.torch as dr | |
import xatlas | |
import cv2 | |
import trimesh | |
from util.utils import get_tri | |
from mesh import Mesh | |
from util.renderer import Renderer | |
from kiui.mesh_utils import clean_mesh | |
def generate3d(model, rgb, ccm, device): | |
model.renderer = Renderer(tet_grid_size=model.tet_grid_size, camera_angle_num=model.camera_angle_num, | |
scale=model.input.scale, geo_type=model.geo_type) | |
color_tri = torch.from_numpy(rgb) / 255 | |
xyz_tri = torch.from_numpy(ccm[:, :, (2, 1, 0)]) / 255 | |
color = color_tri.permute(2, 0, 1) | |
xyz = xyz_tri.permute(2, 0, 1) | |
def get_imgs(color): | |
return torch.stack([color[:, :, 256 * i:256 * (i + 1)] for i in [5, 0, 1, 2, 3, 4]], dim=0) | |
triplane_color = get_imgs(color).permute(0, 2, 3, 1).unsqueeze(0).to(device) | |
color = get_imgs(color) | |
xyz = get_imgs(xyz) | |
color = get_tri(color, dim=0, blender=True, scale=1).unsqueeze(0) | |
xyz = get_tri(xyz, dim=0, blender=True, scale=1, fix=True).unsqueeze(0) | |
triplane = torch.cat([color, xyz], dim=1).to(device) | |
model.eval() | |
if model.denoising: | |
tnew = torch.randint(20, 21, [triplane.shape[0]], dtype=torch.long, device=triplane.device) | |
noise_new = torch.randn_like(triplane) * 0.5 + 0.5 | |
triplane = model.scheduler.add_noise(triplane, noise_new, tnew) | |
with torch.no_grad(): | |
triplane_feature2 = model.unet2(triplane, tnew) | |
else: | |
with torch.no_grad(): | |
triplane_feature2 = model.unet2(triplane) | |
data_config = { | |
'resolution': [1024, 1024], | |
"triview_color": triplane_color.to(device), | |
} | |
with torch.no_grad(): | |
verts, faces = model.decode(data_config, triplane_feature2) | |
data_config['verts'] = verts[0] | |
data_config['faces'] = faces | |
verts, faces = clean_mesh( | |
data_config['verts'].squeeze().cpu().numpy().astype(np.float32), | |
data_config['faces'].squeeze().cpu().numpy().astype(np.int32), | |
repair=False, remesh=True, remesh_size=0.005, remesh_iters=1 | |
) | |
data_config['verts'] = torch.from_numpy(verts).contiguous() | |
data_config['faces'] = torch.from_numpy(faces).contiguous() | |
# CPU-only UV unwrapping with xatlas | |
mesh_v = data_config['verts'].cpu().numpy() | |
mesh_f = data_config['faces'].cpu().numpy() | |
vmapping, ft, vt = xatlas.parametrize(mesh_v, mesh_f) | |
# Use per-vertex colors if available, else fallback to white | |
vertex_colors = np.ones((mesh_v.shape[0], 3), dtype=np.float32) # fallback: white | |
# If you have per-vertex color, you can assign here, e.g.: | |
# vertex_colors = ... | |
# Bake vertex colors to texture in UV space | |
tex_res = (1024, 1024) | |
texture = np.zeros((tex_res[1], tex_res[0], 3), dtype=np.float32) | |
vt_img = (vt * np.array(tex_res)).astype(np.int32) | |
for face, uv_idx in zip(mesh_f, ft): | |
pts = vt_img[uv_idx] | |
color = vertex_colors[face].mean(axis=0) | |
cv2.fillPoly(texture, [pts], color.tolist()) | |
texture = np.clip(texture, 0, 1) | |
# Create Mesh and export .glb | |
mesh = Mesh( | |
v=torch.from_numpy(mesh_v).float(), | |
f=torch.from_numpy(mesh_f).int(), | |
vt=torch.from_numpy(vt).float(), | |
ft=torch.from_numpy(ft).int(), | |
albedo=torch.from_numpy(texture).float() | |
) | |
temp_path = tempfile.NamedTemporaryFile(suffix=".glb", delete=False).name | |
mesh.write(temp_path) | |
return temp_path | |