Commit
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2053232
1
Parent(s):
44c19b3
Refactor texture baking in vertex_color_to_uv_textured_glb function to use a hybrid approach for barycentric calculations. This change enhances accuracy while maintaining performance, replacing vectorized operations with a loop-based method for improved precision in texture generation.
Browse files- inference.py +17 -41
inference.py
CHANGED
@@ -21,13 +21,11 @@ def vertex_color_to_uv_textured_glb(obj_path, glb_path, texture_size=512):
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vertex_colors = vertex_colors[vmapping]
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mesh.vertices = vertices
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mesh.faces = indices
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# Bake texture (
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buffer_size = texture_size * 2
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texture_buffer = np.zeros((buffer_size, buffer_size, 4), dtype=np.uint8)
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# Precompute face data
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face_uvs = uvs[mesh.faces]
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face_colors = vertex_colors[mesh.faces]
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# Compute bounding boxes for all faces
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min_xy = np.floor(np.min(face_uvs, axis=1) * (buffer_size - 1)).astype(int)
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max_xy = np.ceil(np.max(face_uvs, axis=1) * (buffer_size - 1)).astype(int)
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for i in range(len(mesh.faces)):
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@@ -35,44 +33,22 @@ def vertex_color_to_uv_textured_glb(obj_path, glb_path, texture_size=512):
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c0, c1, c2 = face_colors[i]
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min_x, min_y = min_xy[i]
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max_x, max_y = max_xy[i]
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# Barycentric coordinates (vectorized)
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def barycentric(p, v0, v1, v2):
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v0v1 = v1 - v0
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v0v2 = v2 - v0
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v0p = p - v0
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d00 = np.dot(v0v1, v0v1)
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d01 = np.dot(v0v1, v0v2)
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d11 = np.dot(v0v2, v0v2)
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d20 = np.dot(v0p, v0v1)
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d21 = np.dot(v0p, v0v2)
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denom = d00 * d11 - d01 * d01
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v = (d11 * d20 - d01 * d21) / denom
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w = (d00 * d21 - d01 * d20) / denom
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u = 1.0 - v - w
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return np.clip(u, 0, 1), np.clip(v, 0, 1), np.clip(w, 0, 1)
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u, v, w = barycentric(inside_pts, v0, v1, v2)
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colors = (u[:, None] * c0 + v[:, None] * c1 + w[:, None] * c2)
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xi = inside_pts[:, 0].astype(int)
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yi = inside_pts[:, 1].astype(int)
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texture_buffer[yi, xi, :3] = np.clip(colors, 0, 255).astype(np.uint8)
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texture_buffer[yi, xi, 3] = 255
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# Inpainting, filtering, and downsampling
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image_bgra = texture_buffer.copy()
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mask = (image_bgra[:, :, 3] == 0).astype(np.uint8) * 255
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image_bgr = cv2.cvtColor(image_bgra, cv2.COLOR_BGRA2BGR)
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vertex_colors = vertex_colors[vmapping]
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mesh.vertices = vertices
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mesh.faces = indices
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# Bake texture (hybrid: per-pixel barycentric for accuracy)
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buffer_size = texture_size * 2
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texture_buffer = np.zeros((buffer_size, buffer_size, 4), dtype=np.uint8)
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face_uvs = uvs[mesh.faces]
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face_colors = vertex_colors[mesh.faces]
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min_xy = np.floor(np.min(face_uvs, axis=1) * (buffer_size - 1)).astype(int)
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max_xy = np.ceil(np.max(face_uvs, axis=1) * (buffer_size - 1)).astype(int)
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for i in range(len(mesh.faces)):
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c0, c1, c2 = face_colors[i]
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min_x, min_y = min_xy[i]
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max_x, max_y = max_xy[i]
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for y in range(min_y, max_y + 1):
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for x in range(min_x, max_x + 1):
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p = np.array([x + 0.5, y + 0.5]) / (buffer_size - 1)
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# Barycentric coordinates
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v0, v1, v2 = uv0, uv1, uv2
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denom = (v1[1] - v2[1]) * (v0[0] - v2[0]) + (v2[0] - v1[0]) * (v0[1] - v2[1])
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if denom == 0:
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continue
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u = ((v1[1] - v2[1]) * (p[0] - v2[0]) + (v2[0] - v1[0]) * (p[1] - v2[1])) / denom
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v = ((v2[1] - v0[1]) * (p[0] - v2[0]) + (v0[0] - v2[0]) * (p[1] - v2[1])) / denom
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w = 1 - u - v
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if (u >= 0) and (v >= 0) and (w >= 0):
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color = u * c0 + v * c1 + w * c2
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texture_buffer[y, x, :3] = np.clip(color, 0, 255).astype(np.uint8)
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texture_buffer[y, x, 3] = 255
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# Inpainting, filtering, and downsampling (keep optimized)
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image_bgra = texture_buffer.copy()
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mask = (image_bgra[:, :, 3] == 0).astype(np.uint8) * 255
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image_bgr = cv2.cvtColor(image_bgra, cv2.COLOR_BGRA2BGR)
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