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pretty_name: Sking
language:
- en
license: agpl-3.0
task_categories:
- text-to-image
- image-to-image
tags:
- minecraft
- 3d
- voxel
- minecraft-skin
- texture
- dataset-generation
---
# Sking: Minecraft Skin 3D Rendering & Dataset Preprocessing Pipeline
This repository is utilized for training and fine-tuning the **Sking Model** ([Hugging Face Model](https://huggingface.co/EntropyDrop/Sking)).
Along with the dataset assets, it contains the complete automated pipeline for dual-layer 3D voxel rendering, multi-view layout baking, automatic skin format conversion (Alex to Steve), voxel edge texture consistency resolution, and a RESTful FastAPI service for extracting the actual usable 64x64 RGBA skin UV map from composite training targets.
---
## 🔗 Resources
* **🗂️ Dataset**: [Hugging Face Sking Dataset](https://huggingface.co/datasets/EntropyDrop/Sking)
* **🧠 Trained Model**: [Hugging Face Sking Model](https://huggingface.co/EntropyDrop/Sking)
* **📝 Technical Report**: [Technical Architecture](https://entropydrop.com/skin/public/article/skingen)
* **🌐 Online Demo**: [EntropyDrop Web Portal](https://entropydrop.com)
---
## 🚀 Key Features
* **🎮 3D Voxel Rendering (`mc_render.py`)**
- Powered by `PyVista` (VTK) to translate 2D skin textures into 3D voxel character meshes.
- Supports dual-layer rendering: Core layer (base body) and Decor layer (jacket, sleeves, pants, hat).
- Fully parameterizable limb articulation supporting rotation (Pitch/Yaw/Roll) and spatial offset configurations.
- Interactive lighting mode with real-time viewport keyboard controls (W/S/A/D/Q/E for light position, R/F for intensity).
- Supports orthographic and perspective projections, wireframe overlays, custom backgrounds, and alpha-transparent exports.
* **🧩 Voxel Texture Consistency Resolver (`mc_voxel_texture_resolver.py`)**
- Solves the visual gap artifact caused by transparent adjacent faces in dual-layer skins during 3D voxelization.
- Implements a 3D voxel projection mapping algorithm that automatically fills missing/transparent adjacent faces according to a priority sequence (`Front -> Back -> Top -> Bottom -> Left -> Right`) for 3D renders.
* **🔄 Layout Standardization: Alex-to-Steve (`alice_to_steve.py`)**
- Automatically detects slim-armed (Alex, 3px arm width) skin formats.
- Applies a pixel-column projection and replication mapping to expand slim arms to standard (Steve, 4px arm width) format to standardize features across the dataset.
* **📸 Multi-View Layout Baking (`build_target_img.py`)**
- Upsamples 64x64 flat textures via box filtering and injects 2x2 white indicators on background regions to represent alpha transparency values as conditioning cues for generative models.
- Bakes a composite layout image at `768x768` resolution featuring the 2D skin texture along with **17 distinct, pre-configured 3D render viewports** (incorporating walking, idle, back-view, close-ups, and layer-toggled angles).
* **⚡ Batch Processing Pipeline (`build_target_imgs.py`)**
- Leverages a multi-threaded execution pool (`ThreadPoolExecutor`) managing isolated sub-processes for batch rendering.
- Supports parallel processing on multi-core systems.
* **🔓 Skin UV Map Extraction (`extract_skin.py`)**
- **Extraction Engine**: Crops and extracts the actual usable 64x64 skin UV map from the 2D layout area of synthesized training target images, resolving alpha transparency indicators to recover clean texture maps.
- **FastAPI Microservice**: Exposes the UV map extractor as a REST API alongside its command-line execution mode.
* **📐 Conditioning Image Formatting (`force_resize_control_imgs.py`)**
- Automatically resamples and centers control images inside a standard `1024x1024` alpha-transparent canvas utilizing Lanczos interpolation, ensuring compatibility with advanced ControlNet training frameworks.
* **🔄 Skin UV & View Port Horizontal Flipping (`ext_flip_img.py`)**
- Performs horizontal flipping of character front/back views in control images and correctly flips the corresponding 64x64 skin UV map.
- Specifically handles 3D voxel box flipping (swapping left and right faces, horizontally flipping each face, and swapping left/right limbs/sleeves/pants/legs for Steve and Alex models).
* **✂️ Front-View Dataset Slicing (`make_half_dataset.py`)**
- Generates a front-view-only subset by horizontally splitting composite layout/control images in half, retaining only the left (front) side.
- Automatically copies and standardizes associated files (PNG images, txt descriptions, and control maps) prefixing them with `half_`.
* **🧬 Skin Merging Utility (`merge_skins.py`)**
- Combines two skins by extracting the head and head decoration (decor) layers from Skin A and copying them onto the body and limbs of Skin B.
- Utilizes head mapping coordinates matching standard UV layouts.
---
## 📂 Project Structure
```bash
Sking/
├── mc_render.py # Core 3D engine (PyVista viewport & headless off-screen rendering)
├── mc_voxel_texture_resolver.py # Voxel texture patcher & visual difference analyzer
├── alice_to_steve.py # Alex-to-Steve (3px-to-4px arm width) mapping algorithm
├── build_target_img.py # Single-skin multi-view layout baker (generates 768x768 composite)
├── build_target_imgs.py # Concurrent batch rendering pipeline
├── extract_skin.py # Skin UV map extraction CLI & FastAPI server
├── force_resize_control_imgs.py # Control map resampling & canvas standardization (1024x1024)
├── ext_flip_img.py # Flip front/back views and horizontally mirror skin UV layouts
├── make_half_dataset.py # Create front-view subset by slicing images in half horizontally
├── merge_skins.py # Combine head of skin A with body/limbs of skin B
├── skin-mask.png # Pixel-level spatial mapping mask for Core layer
├── skin-decor-mask.png # Pixel-level spatial mapping mask for Decor layer
├── skins/ # Directory for raw input skins (.png)
├── target_imgs_v73/ # Output directory for baked multi-view layouts
├── control_imgs/ # Processing directory for conditioning control maps
└── control_imgs_v2/ # Directory for multi-view layout control maps
```
---
## 🛠️ System Requirements & Installation
### 1. Prerequisites
- Python 3.8 or higher.
- A virtual environment configuration is highly recommended.
### 2. Installation
Install all required packages:
```bash
pip install pyvista numpy pillow fastapi uvicorn opencv-python pydantic
```
> **Note for Headless Environments**: Since `PyVista` utilizes VTK under the hood, running it on headless servers (e.g., Linux instances without GUI support) requires a virtual frame buffer configuration. Please wrap the execution using a utility like `xvfb-run`.
---
## 📖 Command Line & API Reference
### A. Bake Multi-View Layout for a Single Skin
```bash
python build_target_img.py skins/steve.png target_imgs_v73/steve.png
```
This utility automatically executes the following pipeline sequence:
1. Validates texture dimension (64x64) and format integrity (RGBA).
2. Performs slim-arm check and converts Alex formats to Steve formats dynamically if needed.
3. Patches voxel edge-transparency conflicts.
4. Generates a `768x768` composite layout containing the 2D layout and 17 distinct 3D viewports.
### B. Batch Processing
```bash
python build_target_imgs.py
```
Batch scans the `skins/` directory and processes them concurrently using parallel workers, exporting the output files into `target_imgs_v73/`.
### C. Interactive 3D Rendering & Viewing
To examine or visually debug the 3D rendering configuration of a specific skin:
```bash
python mc_render.py skins/my_skin.png --interact
```
- **Real-Time Light Position & Intensity Keyboard Controls**:
- `W` / `S`: Translate light position along the Z-axis (Forward / Backward).
- `A` / `D`: Translate light position along the X-axis (Left / Right).
- `Q` / `E`: Translate light position along the Y-axis (Up / Down).
- `R` / `F`: Increment / Decrement light intensity.
- `P`: Print current light coordinate vector and intensity scalar to terminal output.
- **Custom Articulation & Off-Screen Export Example**:
```bash
python mc_render.py skins/my_skin.png --rot-head 15 30 0 --rot-arm-right -45 0 0 --save output.png
```
### D. Skin UV Map Extraction API
#### CLI Execution Mode
```bash
python extract_skin.py --img target_imgs_v73/steve.png --output restored_steve.png
```
#### API Server Mode
Run the FastAPI microservice:
```bash
python extract_skin.py --server True
```
The microservice launches locally on `http://0.0.0.0:10010`.
- **Endpoint**: `POST /extract`
- **Request Body Format**:
```json
{
"img": "<base64_encoded_synthesized_image>"
}
```
- **Response Body Format**:
```json
{
"img": "<base64_encoded_64x64_restored_skin_png>"
}
```
### E. Horizontal Flipping of Views and UV Maps
This script horizontally flips character front and back views separately for a ControlNet image, and mirrors the 64x64 skin UV map by swapping and mirroring corresponding limbs and details.
```bash
python ext_flip_img.py <original_id> <new_id>
```
- Processes `control_imgs_v2/{original_id}.png` to generate flipped version at `control_imgs_v2/{new_id}.png`.
- Flips `img_label/{original_id}.png` (UV map) to generate `img_label/{new_id}.png`.
- Copies the corresponding text description from `img_label/{original_id}.txt` to `img_label/{new_id}.txt`.
### F. Front-View Dataset Slicing
This script processes the dataset by horizontally cutting all layout/control images in half (keeping only the left half, which corresponds to the character's front view) to create a front-view-only training subset.
```bash
python make_half_dataset.py
```
- Automatically processes files in `img_label/` and `control_imgs_v2/`.
- Saves sliced files with the prefix `half_` (e.g. `half_{original_name}.png`, `half_{original_name}.txt`).
- Proactively skips already processed files.
### G. Skin Merging Utility (Head of A + Body/Limbs of B)
This script merges two skins by taking the head and hat decoration layers from Skin A and the body and limbs from Skin B.
```bash
python merge_skins.py <path_to_skin_a> <path_to_skin_b> -o <output_path>
```
- Extracts head region UVs (including outer decors) from skin A.
- Pastes them over skin B's head region, outputting the newly combined skin.
---
## 📄 License
This project is licensed under the GNU Affero General Public License v3.0 - see the [LICENSE](LICENSE) file for details. |