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chore: import upstream snapshot with attribution
2026-07-13 12:38:16 +08:00

1115 lines
37 KiB
Python

"""Adapted from Hunyuan3D-2: https://github.com/Tencent/Hunyuan3D-2"""
from __future__ import annotations
import math
from typing import Any, List, Optional, Tuple, Union
import cv2
import numpy as np
import torch
import torch.nn.functional as F
import trimesh
from einops import rearrange, repeat
from PIL import Image
from sglang.multimodal_gen.runtime.utils.logging_utils import init_logger
logger = init_logger(__name__)
# Import C++ mesh processor extension
from sglang.multimodal_gen.csrc.render.mesh_processor import meshVerticeInpaint
def transform_pos(
mtx: Union[np.ndarray, torch.Tensor],
pos: torch.Tensor,
keepdim: bool = False,
) -> torch.Tensor:
"""Transform positions by a matrix."""
t_mtx = torch.from_numpy(mtx).to(pos.device) if isinstance(mtx, np.ndarray) else mtx
if pos.shape[-1] == 3:
posw = torch.cat([pos, torch.ones([pos.shape[0], 1]).to(pos.device)], axis=1)
else:
posw = pos
if keepdim:
return torch.matmul(posw, t_mtx.t())[...]
else:
return torch.matmul(posw, t_mtx.t())[None, ...]
def get_mv_matrix(
elev: float,
azim: float,
camera_distance: float,
center: Optional[np.ndarray] = None,
) -> np.ndarray:
"""Compute model-view matrix from camera parameters."""
elev = -elev
azim += 90
elev_rad = math.radians(elev)
azim_rad = math.radians(azim)
camera_position = np.array(
[
camera_distance * math.cos(elev_rad) * math.cos(azim_rad),
camera_distance * math.cos(elev_rad) * math.sin(azim_rad),
camera_distance * math.sin(elev_rad),
]
)
if center is None:
center = np.array([0, 0, 0])
else:
center = np.array(center)
lookat = center - camera_position
lookat = lookat / np.linalg.norm(lookat)
up = np.array([0, 0, 1.0])
right = np.cross(lookat, up)
right = right / np.linalg.norm(right)
up = np.cross(right, lookat)
up = up / np.linalg.norm(up)
c2w = np.concatenate(
[np.stack([right, up, -lookat], axis=-1), camera_position[:, None]], axis=-1
)
w2c = np.zeros((4, 4))
w2c[:3, :3] = np.transpose(c2w[:3, :3], (1, 0))
w2c[:3, 3:] = -np.matmul(np.transpose(c2w[:3, :3], (1, 0)), c2w[:3, 3:])
w2c[3, 3] = 1.0
return w2c.astype(np.float32)
def get_orthographic_projection_matrix(
left: float = -1,
right: float = 1,
bottom: float = -1,
top: float = 1,
near: float = 0,
far: float = 2,
) -> np.ndarray:
"""Compute orthographic projection matrix."""
ortho_matrix = np.eye(4, dtype=np.float32)
ortho_matrix[0, 0] = 2 / (right - left)
ortho_matrix[1, 1] = 2 / (top - bottom)
ortho_matrix[2, 2] = -2 / (far - near)
ortho_matrix[0, 3] = -(right + left) / (right - left)
ortho_matrix[1, 3] = -(top + bottom) / (top - bottom)
ortho_matrix[2, 3] = -(far + near) / (far - near)
return ortho_matrix
def get_perspective_projection_matrix(
fovy: float,
aspect_wh: float,
near: float,
far: float,
) -> np.ndarray:
"""Compute perspective projection matrix."""
fovy_rad = math.radians(fovy)
return np.array(
[
[1.0 / (math.tan(fovy_rad / 2.0) * aspect_wh), 0, 0, 0],
[0, 1.0 / math.tan(fovy_rad / 2.0), 0, 0],
[0, 0, -(far + near) / (far - near), -2.0 * far * near / (far - near)],
[0, 0, -1, 0],
]
).astype(np.float32)
def export_to_trimesh(mesh_output: Any) -> Any:
"""Convert mesh output to trimesh format."""
if isinstance(mesh_output, list):
outputs = []
for mesh in mesh_output:
if mesh is None:
outputs.append(None)
else:
# Reverse face winding
mesh.mesh_f = mesh.mesh_f[:, ::-1]
mesh_obj = trimesh.Trimesh(mesh.mesh_v, mesh.mesh_f)
outputs.append(mesh_obj)
return outputs
else:
mesh_output.mesh_f = mesh_output.mesh_f[:, ::-1]
return trimesh.Trimesh(mesh_output.mesh_v, mesh_output.mesh_f)
def mesh_uv_wrap(mesh: Any) -> Any:
"""Apply UV unwrapping to mesh. In-place like native Hunyuan3D-2 for same layout."""
try:
import xatlas
except ImportError:
logger.warning("xatlas not available, skipping UV unwrap")
return mesh
if isinstance(mesh, trimesh.Scene):
mesh = mesh.dump(concatenate=True)
if len(mesh.faces) > 500000000:
raise ValueError(
"The mesh has more than 500,000,000 faces, which is not supported."
)
vmapping, indices, uvs = xatlas.parametrize(mesh.vertices, mesh.faces)
mesh.vertices = mesh.vertices[vmapping]
mesh.faces = indices
if not hasattr(mesh.visual, "uv"):
mesh.visual = trimesh.visual.TextureVisuals(
uv=uvs, material=trimesh.visual.material.SimpleMaterial()
)
else:
mesh.visual.uv = uvs
return mesh
def stride_from_shape(shape: Tuple[int, ...]) -> List[int]:
"""Compute stride from shape for scatter operations."""
stride = [1]
for x in reversed(shape[1:]):
stride.append(stride[-1] * x)
return list(reversed(stride))
def scatter_add_nd_with_count(
input: torch.Tensor,
count: torch.Tensor,
indices: torch.Tensor,
values: torch.Tensor,
weights: Optional[torch.Tensor] = None,
) -> Tuple[torch.Tensor, torch.Tensor]:
"""Scatter add with counting for texture baking."""
D = indices.shape[-1]
C = input.shape[-1]
size = input.shape[:-1]
stride = stride_from_shape(size)
assert len(size) == D
input = input.view(-1, C)
count = count.view(-1, 1)
flatten_indices = (
indices * torch.tensor(stride, dtype=torch.long, device=indices.device)
).sum(-1)
if weights is None:
weights = torch.ones_like(values[..., :1])
input.scatter_add_(0, flatten_indices.unsqueeze(1).repeat(1, C), values)
count.scatter_add_(0, flatten_indices.unsqueeze(1), weights)
return input.view(*size, C), count.view(*size, 1)
def linear_grid_put_2d(
H: int,
W: int,
coords: torch.Tensor,
values: torch.Tensor,
return_count: bool = False,
) -> Union[torch.Tensor, Tuple[torch.Tensor, torch.Tensor]]:
"""Put values into a 2D grid using linear interpolation."""
C = values.shape[-1]
indices = coords * torch.tensor(
[H - 1, W - 1], dtype=torch.float32, device=coords.device
)
indices_00 = indices.floor().long()
indices_00[:, 0].clamp_(0, H - 2)
indices_00[:, 1].clamp_(0, W - 2)
indices_01 = indices_00 + torch.tensor(
[0, 1], dtype=torch.long, device=indices.device
)
indices_10 = indices_00 + torch.tensor(
[1, 0], dtype=torch.long, device=indices.device
)
indices_11 = indices_00 + torch.tensor(
[1, 1], dtype=torch.long, device=indices.device
)
h = indices[..., 0] - indices_00[..., 0].float()
w = indices[..., 1] - indices_00[..., 1].float()
w_00 = (1 - h) * (1 - w)
w_01 = (1 - h) * w
w_10 = h * (1 - w)
w_11 = h * w
result = torch.zeros(H, W, C, device=values.device, dtype=values.dtype)
count = torch.zeros(H, W, 1, device=values.device, dtype=values.dtype)
weights = torch.ones_like(values[..., :1])
result, count = scatter_add_nd_with_count(
result,
count,
indices_00,
values * w_00.unsqueeze(1),
weights * w_00.unsqueeze(1),
)
result, count = scatter_add_nd_with_count(
result,
count,
indices_01,
values * w_01.unsqueeze(1),
weights * w_01.unsqueeze(1),
)
result, count = scatter_add_nd_with_count(
result,
count,
indices_10,
values * w_10.unsqueeze(1),
weights * w_10.unsqueeze(1),
)
result, count = scatter_add_nd_with_count(
result,
count,
indices_11,
values * w_11.unsqueeze(1),
weights * w_11.unsqueeze(1),
)
if return_count:
return result, count
mask = count.squeeze(-1) > 0
result[mask] = result[mask] / count[mask].repeat(1, C)
return result
class MeshRender:
"""Mesh renderer using CUDA rasterization for texture generation."""
def __init__(
self,
camera_distance: float = 1.45,
camera_type: str = "orth",
default_resolution: int = 1024,
texture_size: int = 1024,
bake_mode: str = "linear",
device: str = "cuda",
):
"""Initialize the mesh renderer."""
self.device = device
self.set_default_render_resolution(default_resolution)
self.set_default_texture_resolution(texture_size)
self.camera_distance = camera_distance
self.camera_type = camera_type
self.bake_angle_thres = 75
self.bake_unreliable_kernel_size = int(
(2 / 512) * max(self.default_resolution[0], self.default_resolution[1])
)
self.bake_mode = bake_mode
# Set up camera projection matrix
if camera_type == "orth":
self.ortho_scale = 1.2
self.camera_proj_mat = get_orthographic_projection_matrix(
left=-self.ortho_scale * 0.5,
right=self.ortho_scale * 0.5,
bottom=-self.ortho_scale * 0.5,
top=self.ortho_scale * 0.5,
near=0.1,
far=100,
)
elif camera_type == "perspective":
self.camera_proj_mat = get_perspective_projection_matrix(
49.13,
self.default_resolution[1] / self.default_resolution[0],
0.01,
100.0,
)
else:
raise ValueError(f"Unknown camera type: {camera_type}")
# Mesh data
self.vtx_pos = None
self.pos_idx = None
self.vtx_uv = None
self.uv_idx = None
self.tex = None
self.mesh_copy = None
self.scale_factor = 1.0
def set_default_render_resolution(
self, default_resolution: Union[int, Tuple[int, int]]
):
"""Set default rendering resolution."""
if isinstance(default_resolution, int):
default_resolution = (default_resolution, default_resolution)
self.default_resolution = default_resolution
def set_default_texture_resolution(self, texture_size: Union[int, Tuple[int, int]]):
"""Set default texture resolution."""
if isinstance(texture_size, int):
texture_size = (texture_size, texture_size)
self.texture_size = texture_size
def _rasterize(
self,
pos_clip: torch.Tensor,
tri: torch.Tensor,
resolution: Tuple[int, int],
) -> torch.Tensor:
"""Rasterize using CUDA rasterizer."""
from sglang.multimodal_gen.csrc.render.hunyuan3d_rasterizer import rasterize
if pos_clip.dim() == 2:
pos_clip = pos_clip.unsqueeze(0)
findices, barycentric = rasterize(pos_clip, tri, resolution)
rast_out = torch.cat((barycentric, findices.unsqueeze(-1).float()), dim=-1)
rast_out = rast_out.unsqueeze(0)
return rast_out
def _interpolate(
self,
attr: torch.Tensor,
rast_out: torch.Tensor,
tri: torch.Tensor,
) -> torch.Tensor:
"""Interpolate vertex attributes."""
from sglang.multimodal_gen.csrc.render.hunyuan3d_rasterizer import interpolate
barycentric = rast_out[0, ..., :-1]
findices = rast_out[0, ..., -1].int()
if attr.dim() == 2:
attr = attr.unsqueeze(0)
result = interpolate(attr, findices, barycentric, tri)
return result
def load_mesh(
self,
mesh: Union[trimesh.Trimesh, trimesh.Scene],
scale_factor: float = 1.15,
auto_center: bool = True,
):
"""Load a mesh for rendering."""
if isinstance(mesh, trimesh.Scene):
mesh = mesh.dump(concatenate=True)
self.mesh_copy = mesh.copy()
vtx_pos = mesh.vertices.astype(np.float32)
pos_idx = mesh.faces.astype(np.int32)
# Get UV coordinates if available
if hasattr(mesh.visual, "uv") and mesh.visual.uv is not None:
vtx_uv = mesh.visual.uv.astype(np.float32)
uv_idx = pos_idx.copy()
else:
vtx_uv = None
uv_idx = None
self.vtx_pos = torch.from_numpy(vtx_pos).to(self.device).float()
self.pos_idx = torch.from_numpy(pos_idx).to(self.device).to(torch.int32)
if vtx_uv is not None and uv_idx is not None:
self.vtx_uv = torch.from_numpy(vtx_uv).to(self.device).float()
self.uv_idx = torch.from_numpy(uv_idx).to(self.device).to(torch.int32)
else:
self.vtx_uv = None
self.uv_idx = None
# Coordinate transformation (Y-up to Z-up)
self.vtx_pos[:, [0, 1]] = -self.vtx_pos[:, [0, 1]]
self.vtx_pos[:, [1, 2]] = self.vtx_pos[:, [2, 1]]
if self.vtx_uv is not None:
self.vtx_uv[:, 1] = 1.0 - self.vtx_uv[:, 1]
if auto_center:
max_bb = (self.vtx_pos - 0).max(0)[0]
min_bb = (self.vtx_pos - 0).min(0)[0]
center = (max_bb + min_bb) / 2
scale = torch.norm(self.vtx_pos - center, dim=1).max() * 2.0
self.vtx_pos = (self.vtx_pos - center) * (scale_factor / float(scale))
self.scale_factor = scale_factor
def save_mesh(self) -> trimesh.Trimesh:
"""Save mesh with current texture, reusing the original mesh object."""
texture_data = self.get_texture()
texture_img = Image.fromarray((texture_data * 255).astype(np.uint8))
material = trimesh.visual.material.SimpleMaterial(
image=texture_img, diffuse=(255, 255, 255)
)
self.mesh_copy.visual = trimesh.visual.TextureVisuals(
uv=self.mesh_copy.visual.uv, image=texture_img, material=material
)
return self.mesh_copy
def get_mesh(self) -> Tuple[np.ndarray, np.ndarray, np.ndarray, np.ndarray]:
"""Get mesh data with inverse coordinate transformation."""
vtx_pos = self.vtx_pos.cpu().numpy().copy()
pos_idx = self.pos_idx.cpu().numpy()
# Inverse coordinate transformation
vtx_pos[:, [1, 2]] = vtx_pos[:, [2, 1]]
vtx_pos[:, [0, 1]] = -vtx_pos[:, [0, 1]]
if self.vtx_uv is not None:
vtx_uv = self.vtx_uv.cpu().numpy().copy()
vtx_uv[:, 1] = 1.0 - vtx_uv[:, 1]
uv_idx = self.uv_idx.cpu().numpy()
else:
vtx_uv = None
uv_idx = None
return vtx_pos, pos_idx, vtx_uv, uv_idx
def set_texture(self, tex: Union[np.ndarray, torch.Tensor, Image.Image]):
"""Set texture for the mesh."""
if isinstance(tex, np.ndarray):
if tex.max() <= 1.0:
tex = (tex * 255).astype(np.uint8)
tex = Image.fromarray(tex.astype(np.uint8))
elif isinstance(tex, torch.Tensor):
tex_np = tex.cpu().numpy()
if tex_np.max() <= 1.0:
tex_np = (tex_np * 255).astype(np.uint8)
tex = Image.fromarray(tex_np.astype(np.uint8))
tex = tex.resize(self.texture_size).convert("RGB")
tex = np.array(tex) / 255.0
self.tex = torch.from_numpy(tex).to(self.device).float()
def get_texture(self) -> np.ndarray:
"""Get current texture as numpy array."""
if self.tex is None:
return np.ones((*self.texture_size, 3), dtype=np.float32)
return self.tex.cpu().numpy()
def _get_pos_from_mvp(
self,
elev: float,
azim: float,
camera_distance: Optional[float] = None,
center: Optional[np.ndarray] = None,
) -> Tuple[torch.Tensor, torch.Tensor]:
"""Get camera-space and clip-space positions."""
proj = self.camera_proj_mat
r_mv = get_mv_matrix(
elev=elev,
azim=azim,
camera_distance=(
self.camera_distance if camera_distance is None else camera_distance
),
center=center,
)
pos_camera = transform_pos(r_mv, self.vtx_pos, keepdim=True)
pos_clip = transform_pos(proj, pos_camera)
return pos_camera, pos_clip
def render_normal(
self,
elev: float,
azim: float,
camera_distance: Optional[float] = None,
center: Optional[np.ndarray] = None,
resolution: Optional[Tuple[int, int]] = None,
bg_color: List[float] = [1, 1, 1],
use_abs_coor: bool = False,
normalize_rgb: bool = True,
return_type: str = "th",
) -> Union[torch.Tensor, np.ndarray, Image.Image]:
"""Render normal map from a viewpoint."""
pos_camera, pos_clip = self._get_pos_from_mvp(
elev, azim, camera_distance, center
)
if resolution is None:
resolution = self.default_resolution
if isinstance(resolution, (int, float)):
resolution = (int(resolution), int(resolution))
rast_out = self._rasterize(pos_clip, self.pos_idx, resolution)
# Compute face normals
if use_abs_coor:
mesh_triangles = self.vtx_pos[self.pos_idx[:, :3].long(), :]
else:
pos_camera_3d = pos_camera[:, :3] / pos_camera[:, 3:4]
mesh_triangles = pos_camera_3d[self.pos_idx[:, :3].long(), :]
face_normals = F.normalize(
torch.cross(
mesh_triangles[:, 1, :] - mesh_triangles[:, 0, :],
mesh_triangles[:, 2, :] - mesh_triangles[:, 0, :],
dim=-1,
),
dim=-1,
)
# Compute vertex normals
vertex_normals = trimesh.geometry.mean_vertex_normals(
vertex_count=self.vtx_pos.shape[0],
faces=self.pos_idx.cpu().numpy(),
face_normals=face_normals.cpu().numpy(),
)
vertex_normals = (
torch.from_numpy(vertex_normals).float().to(self.device).contiguous()
)
# Interpolate normals
normal = self._interpolate(vertex_normals[None, ...], rast_out, self.pos_idx)
# Apply visibility mask
visible_mask = torch.clamp(rast_out[..., -1:], 0, 1)
bg_tensor = torch.tensor(bg_color, dtype=torch.float32, device=self.device)
normal = normal * visible_mask + bg_tensor * (1 - visible_mask)
if normalize_rgb:
normal = (normal + 1) * 0.5
image = normal[0, ...]
if return_type == "np":
image = image.cpu().numpy()
elif return_type == "pl":
image = image.cpu().numpy() * 255
image = Image.fromarray(image.astype(np.uint8))
return image
def render_position(
self,
elev: float,
azim: float,
camera_distance: Optional[float] = None,
center: Optional[np.ndarray] = None,
resolution: Optional[Tuple[int, int]] = None,
bg_color: List[float] = [1, 1, 1],
return_type: str = "th",
) -> Union[torch.Tensor, np.ndarray, Image.Image]:
"""Render position map from a viewpoint."""
pos_camera, pos_clip = self._get_pos_from_mvp(
elev, azim, camera_distance, center
)
if resolution is None:
resolution = self.default_resolution
if isinstance(resolution, (int, float)):
resolution = (int(resolution), int(resolution))
rast_out = self._rasterize(pos_clip, self.pos_idx, resolution)
# Position colors (normalized vertex positions)
tex_position = 0.5 - self.vtx_pos[:, :3] / self.scale_factor
tex_position = tex_position.contiguous()
# Interpolate positions
position = self._interpolate(tex_position[None, ...], rast_out, self.pos_idx)
# Apply visibility mask
visible_mask = torch.clamp(rast_out[..., -1:], 0, 1)
bg_tensor = torch.tensor(bg_color, dtype=torch.float32, device=self.device)
position = position * visible_mask + bg_tensor * (1 - visible_mask)
image = position[0, ...]
if return_type == "np":
image = image.cpu().numpy()
elif return_type == "pl":
image = image.cpu().numpy() * 255
image = Image.fromarray(image.astype(np.uint8))
return image
def render_normal_multiview(
self,
camera_elevs: List[float],
camera_azims: List[float],
use_abs_coor: bool = True,
) -> List[Image.Image]:
"""Render normal maps from multiple viewpoints."""
normal_maps = []
for elev, azim in zip(camera_elevs, camera_azims):
normal_map = self.render_normal(
elev, azim, use_abs_coor=use_abs_coor, return_type="pl"
)
normal_maps.append(normal_map)
return normal_maps
def render_position_multiview(
self,
camera_elevs: List[float],
camera_azims: List[float],
) -> List[Image.Image]:
"""Render position maps from multiple viewpoints."""
position_maps = []
for elev, azim in zip(camera_elevs, camera_azims):
position_map = self.render_position(elev, azim, return_type="pl")
position_maps.append(position_map)
return position_maps
def _render_sketch_from_depth(self, depth_image: torch.Tensor) -> torch.Tensor:
"""Render sketch from depth using edge detection."""
depth_image_np = depth_image.cpu().numpy()
depth_image_np = (depth_image_np * 255).astype(np.uint8)
depth_edges = cv2.Canny(depth_image_np, 30, 80)
sketch_image = (
torch.from_numpy(depth_edges).to(depth_image.device).float() / 255.0
)
sketch_image = sketch_image.unsqueeze(-1)
return sketch_image
def back_project(
self,
image: Union[Image.Image, np.ndarray, torch.Tensor],
elev: float,
azim: float,
camera_distance: Optional[float] = None,
center: Optional[np.ndarray] = None,
) -> Tuple[torch.Tensor, torch.Tensor, torch.Tensor]:
"""Back-project an image onto mesh UV space."""
if isinstance(image, Image.Image):
image = torch.tensor(np.array(image) / 255.0)
elif isinstance(image, np.ndarray):
image = torch.tensor(image)
if image.dim() == 2:
image = image.unsqueeze(-1)
image = image.float().to(self.device)
resolution = image.shape[:2]
channel = image.shape[-1]
pos_camera, pos_clip = self._get_pos_from_mvp(
elev, azim, camera_distance, center
)
rast_out = self._rasterize(pos_clip, self.pos_idx, resolution)
visible_mask = torch.clamp(rast_out[..., -1:], 0, 1)[0, ...]
# Compute vertex normals for angle-based weighting
pos_camera_3d = pos_camera[:, :3] / pos_camera[:, 3:4]
v0 = pos_camera_3d[self.pos_idx[:, 0].long(), :]
v1 = pos_camera_3d[self.pos_idx[:, 1].long(), :]
v2 = pos_camera_3d[self.pos_idx[:, 2].long(), :]
face_normals = F.normalize(torch.cross(v1 - v0, v2 - v0, dim=-1), dim=-1)
vertex_normals = trimesh.geometry.mean_vertex_normals(
vertex_count=self.vtx_pos.shape[0],
faces=self.pos_idx.cpu().numpy(),
face_normals=face_normals.cpu().numpy(),
)
vertex_normals = (
torch.from_numpy(vertex_normals).float().to(self.device).contiguous()
)
# Interpolate normals and UVs
normal = self._interpolate(vertex_normals[None, ...], rast_out, self.pos_idx)
normal = normal[0, ...]
if self.vtx_uv is not None:
uv = self._interpolate(self.vtx_uv[None, ...], rast_out, self.uv_idx)
else:
# No UV coordinates
texture = torch.zeros(
self.texture_size[1], self.texture_size[0], channel, device=self.device
)
cos_map = torch.zeros(
self.texture_size[1], self.texture_size[0], 1, device=self.device
)
boundary_map = torch.zeros_like(cos_map)
return texture, cos_map, boundary_map
# Compute depth for sketch
tex_depth = pos_camera_3d[:, 2].reshape(1, -1, 1).contiguous()
depth = self._interpolate(tex_depth, rast_out, self.pos_idx)[0, ...]
depth_masked = depth[visible_mask > 0]
if depth_masked.numel() > 0:
depth_max, depth_min = depth_masked.max(), depth_masked.min()
depth_normalized = (depth - depth_min) / (depth_max - depth_min + 1e-8)
else:
depth_normalized = depth
depth_image = depth_normalized * visible_mask
sketch_image = self._render_sketch_from_depth(depth_image)
# Cosine weighting
lookat = torch.tensor([[0, 0, -1]], device=self.device)
cos_image = torch.nn.functional.cosine_similarity(lookat, normal.view(-1, 3))
cos_image = cos_image.view(normal.shape[0], normal.shape[1], 1)
cos_thres = np.cos(self.bake_angle_thres / 180 * np.pi)
cos_image[cos_image < cos_thres] = 0
# Shrink visible mask
kernel_size = self.bake_unreliable_kernel_size * 2 + 1
kernel = torch.ones((1, 1, kernel_size, kernel_size), dtype=torch.float32).to(
sketch_image.device
)
visible_mask_proc = visible_mask.permute(2, 0, 1).unsqueeze(0).float()
visible_mask_proc = F.conv2d(
1.0 - visible_mask_proc, kernel, padding=kernel_size // 2
)
visible_mask_proc = 1.0 - (visible_mask_proc > 0).float()
visible_mask_proc = visible_mask_proc.squeeze(0).permute(1, 2, 0)
sketch_proc = sketch_image.permute(2, 0, 1).unsqueeze(0)
sketch_proc = F.conv2d(sketch_proc, kernel, padding=kernel_size // 2)
sketch_proc = (sketch_proc > 0).float()
sketch_proc = sketch_proc.squeeze(0).permute(1, 2, 0)
visible_mask_proc = visible_mask_proc * (sketch_proc < 0.5)
cos_image[visible_mask_proc == 0] = 0
# Linear baking
proj_mask = (visible_mask_proc != 0).view(-1)
uv_flat = uv.squeeze(0).contiguous().view(-1, 2)[proj_mask]
image_flat = image.squeeze(0).contiguous().view(-1, channel)[proj_mask]
cos_flat = cos_image.contiguous().view(-1, 1)[proj_mask]
sketch_flat = sketch_image.contiguous().view(-1, 1)[proj_mask]
texture = linear_grid_put_2d(
self.texture_size[1], self.texture_size[0], uv_flat[..., [1, 0]], image_flat
)
cos_map = linear_grid_put_2d(
self.texture_size[1], self.texture_size[0], uv_flat[..., [1, 0]], cos_flat
)
boundary_map = linear_grid_put_2d(
self.texture_size[1],
self.texture_size[0],
uv_flat[..., [1, 0]],
sketch_flat,
)
return texture, cos_map, boundary_map
def bake_from_multiview(
self,
views: List[Image.Image],
camera_elevs: List[float],
camera_azims: List[float],
view_weights: List[float],
method: str = "fast",
) -> Tuple[torch.Tensor, torch.Tensor]:
"""Bake texture from multiple views."""
project_textures, project_weighted_cos_maps = [], []
bake_exp = 4
for view, camera_elev, camera_azim, weight in zip(
views, camera_elevs, camera_azims, view_weights
):
project_texture, project_cos_map, _ = self.back_project(
view, camera_elev, camera_azim
)
project_cos_map = weight * (project_cos_map**bake_exp)
project_textures.append(project_texture)
project_weighted_cos_maps.append(project_cos_map)
if method == "fast":
texture, ori_trust_map = self.fast_bake_texture(
project_textures, project_weighted_cos_maps
)
else:
raise ValueError(f"Unknown bake method: {method}")
return texture, ori_trust_map > 1e-8
@torch.no_grad()
def fast_bake_texture(
self,
textures: List[torch.Tensor],
cos_maps: List[torch.Tensor],
) -> Tuple[torch.Tensor, torch.Tensor]:
"""Fast texture baking by weighted averaging."""
channel = textures[0].shape[-1]
texture_merge = torch.zeros(self.texture_size + (channel,)).to(self.device)
trust_map_merge = torch.zeros(self.texture_size + (1,)).to(self.device)
for texture, cos_map in zip(textures, cos_maps):
view_sum = (cos_map > 0).sum()
painted_sum = ((cos_map > 0) * (trust_map_merge > 0)).sum()
if view_sum > 0 and painted_sum / view_sum > 0.99:
continue
texture_merge += texture * cos_map
trust_map_merge += cos_map
texture_merge = texture_merge / torch.clamp(trust_map_merge, min=1e-8)
texture_merge = texture_merge.clamp(0.0, 1.0)
return texture_merge, trust_map_merge > 1e-8
def texture_inpaint(
self,
texture: torch.Tensor,
mask: Union[torch.Tensor, np.ndarray],
) -> torch.Tensor:
"""Inpaint missing regions in UV texture using mesh-aware method."""
if isinstance(texture, torch.Tensor):
texture_np = texture.cpu().numpy()
else:
texture_np = texture
if isinstance(mask, torch.Tensor):
mask_np = mask.cpu().numpy()
else:
mask_np = mask
# Ensure proper format
if texture_np.max() <= 1.0:
texture_np = texture_np.astype(np.float32)
else:
texture_np = (texture_np / 255.0).astype(np.float32)
if mask_np.ndim == 3:
mask_np = mask_np.squeeze(-1)
if mask_np.dtype == np.uint8:
mask_uint8 = mask_np
else:
mask_uint8 = ((mask_np > 0) * 255).astype(np.uint8)
# Get mesh data for mesh-aware inpainting
vtx_pos, pos_idx, vtx_uv, uv_idx = self.get_mesh()
if vtx_uv is not None and uv_idx is not None:
texture_np, mask_uint8 = meshVerticeInpaint(
texture_np, mask_uint8, vtx_pos, vtx_uv, pos_idx, uv_idx
)
# Final OpenCV inpainting for remaining holes
texture_uint8 = (texture_np * 255).astype(np.uint8)
inpaint_mask = 255 - mask_uint8
texture_inpainted = cv2.inpaint(texture_uint8, inpaint_mask, 3, cv2.INPAINT_NS)
return torch.from_numpy(texture_inpainted / 255.0).float().to(self.device)
# Alias for compatibility
uv_inpaint = texture_inpaint
def array_to_tensor(np_array):
"""Convert numpy array to normalized tensor."""
image_pt = torch.tensor(np_array).float()
image_pt = image_pt / 255 * 2 - 1
image_pt = rearrange(image_pt, "h w c -> c h w")
image_pts = repeat(image_pt, "c h w -> b c h w", b=1)
return image_pts
def recenter_image(image, border_ratio=0.2):
"""Recenter a PIL image, cropping to non-transparent content with a border."""
from PIL import Image as PILImage
if image.mode == "RGB":
return image
elif image.mode == "L":
return image.convert("RGB")
if image.mode != "RGBA":
image = image.convert("RGBA")
alpha_channel = np.array(image)[:, :, 3]
non_zero_indices = np.argwhere(alpha_channel > 0)
if non_zero_indices.size == 0:
raise ValueError("Image is fully transparent")
min_row, min_col = non_zero_indices.min(axis=0)
max_row, max_col = non_zero_indices.max(axis=0)
cropped_image = image.crop((min_col, min_row, max_col + 1, max_row + 1))
width, height = cropped_image.size
border_width = int(width * border_ratio)
border_height = int(height * border_ratio)
new_width = width + 2 * border_width
new_height = height + 2 * border_height
square_size = max(new_width, new_height)
new_image = PILImage.new("RGBA", (square_size, square_size), (255, 255, 255, 0))
paste_x = (square_size - new_width) // 2 + border_width
paste_y = (square_size - new_height) // 2 + border_height
new_image.paste(cropped_image, (paste_x, paste_y))
return new_image
class ImageProcessorV2:
"""Image processor for Hunyuan3D single-view input."""
# External module path aliases for compatibility with Hunyuan3D configs
_aliases = [
"hy3dshape.preprocessors.ImageProcessorV2",
"hy3dgen.shapegen.preprocessors.ImageProcessorV2",
]
def __init__(self, size=512, border_ratio=None):
self.size = size
self.border_ratio = border_ratio
@staticmethod
def recenter(image, border_ratio: float = 0.2):
"""recenter an image to leave some empty space at the image border."""
if image.shape[-1] == 4:
mask = image[..., 3]
else:
mask = np.ones_like(image[..., 0:1]) * 255
image = np.concatenate([image, mask], axis=-1)
mask = mask[..., 0]
height, width, channels = image.shape
size = max(height, width)
result = np.zeros((size, size, channels), dtype=np.uint8)
coords = np.nonzero(mask)
x_min, x_max = coords[0].min(), coords[0].max()
y_min, y_max = coords[1].min(), coords[1].max()
crop_h = x_max - x_min
crop_w = y_max - y_min
if crop_h == 0 or crop_w == 0:
raise ValueError("input image is empty")
desired_size = int(size * (1 - border_ratio))
scale = desired_size / max(crop_h, crop_w)
scaled_h = int(crop_h * scale)
scaled_w = int(crop_w * scale)
x2_min = (size - scaled_h) // 2
x2_max = x2_min + scaled_h
y2_min = (size - scaled_w) // 2
y2_max = y2_min + scaled_w
result[x2_min:x2_max, y2_min:y2_max] = cv2.resize(
image[x_min:x_max, y_min:y_max],
(scaled_w, scaled_h),
interpolation=cv2.INTER_AREA,
)
bg = np.ones((result.shape[0], result.shape[1], 3), dtype=np.uint8) * 255
mask = result[..., 3:].astype(np.float32) / 255
result = result[..., :3] * mask + bg * (1 - mask)
mask = mask * 255
result = result.clip(0, 255).astype(np.uint8)
mask = mask.clip(0, 255).astype(np.uint8)
return result, mask
def load_image(self, image, border_ratio=0.15, to_tensor=True):
if isinstance(image, str):
image = cv2.imread(image, cv2.IMREAD_UNCHANGED)
image, mask = self.recenter(image, border_ratio=border_ratio)
image = cv2.cvtColor(image, cv2.COLOR_BGR2RGB)
elif isinstance(image, Image.Image):
image = image.convert("RGBA")
image = np.asarray(image)
image, mask = self.recenter(image, border_ratio=border_ratio)
image = cv2.resize(image, (self.size, self.size), interpolation=cv2.INTER_CUBIC)
mask = cv2.resize(mask, (self.size, self.size), interpolation=cv2.INTER_NEAREST)
mask = mask[..., np.newaxis]
if to_tensor:
image = array_to_tensor(image)
mask = array_to_tensor(mask)
return image, mask
def __call__(self, image, border_ratio=0.15, to_tensor=True, **kwargs):
if self.border_ratio is not None:
border_ratio = self.border_ratio
image, mask = self.load_image(
image, border_ratio=border_ratio, to_tensor=to_tensor
)
outputs = {"image": image, "mask": mask}
return outputs
class MVImageProcessorV2(ImageProcessorV2):
"""Multi-view image processor for Hunyuan3D."""
# External module path aliases for compatibility with Hunyuan3D configs
_aliases = [
"hy3dshape.preprocessors.MVImageProcessorV2",
]
return_view_idx = True
def __init__(self, size=512, border_ratio=None):
super().__init__(size, border_ratio)
self.view2idx = {"front": 0, "left": 1, "back": 2, "right": 3}
def __call__(self, image_dict, border_ratio=0.15, to_tensor=True, **kwargs):
if self.border_ratio is not None:
border_ratio = self.border_ratio
images = []
masks = []
view_idxs = []
for view_tag, image in image_dict.items():
view_idxs.append(self.view2idx[view_tag])
image, mask = self.load_image(
image, border_ratio=border_ratio, to_tensor=to_tensor
)
images.append(image)
masks.append(mask)
zipped_lists = zip(view_idxs, images, masks)
sorted_zipped_lists = sorted(zipped_lists)
view_idxs, images, masks = zip(*sorted_zipped_lists)
image = torch.cat(images, 0).unsqueeze(0)
mask = torch.cat(masks, 0).unsqueeze(0)
outputs = {"image": image, "mask": mask, "view_idxs": view_idxs}
return outputs
# All tool classes available in this module for resolution
TOOL_CLASSES = (
ImageProcessorV2,
MVImageProcessorV2,
)
def resolve_hunyuan3d_tool(target: str):
"""Resolve a Hunyuan3D tool class by target string."""
# First, try to match against _aliases
for cls in TOOL_CLASSES:
aliases = getattr(cls, "_aliases", [])
if target in aliases:
return cls
# Then, try to match against class names
for cls in TOOL_CLASSES:
if cls.__name__ == target:
return cls
return None
__all__ = [
"transform_pos",
"get_mv_matrix",
"get_orthographic_projection_matrix",
"get_perspective_projection_matrix",
"export_to_trimesh",
"mesh_uv_wrap",
"meshVerticeInpaint",
"stride_from_shape",
"scatter_add_nd_with_count",
"linear_grid_put_2d",
"MeshRender",
"recenter_image",
"array_to_tensor",
"ImageProcessorV2",
"MVImageProcessorV2",
"TOOL_CLASSES",
"resolve_hunyuan3d_tool",
]