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Check out the documentation for more information.
/home/tione/notebook/home/eckertzhang/Codes/LiveWorld/ckpts/
LiveWorld_comp
Drop-in inference wrapper that runs the LiveWorld video diffusion model with a user-supplied complete point cloud in place of LiveWorld's Stream3R-based geometry pipeline. Designed for comparison experiments: same diffusion backbone, same keyframe / overlap logic, different geometry source.
LiveWorld_comp/
├── run_liveworld.py # entry point
├── configs/default.yaml # paths to backbone / lora / state_adapter ckpts
├── core/
│ ├── inputs.py # load user PC + first frame + poses + fg mask + proj mp4s
│ ├── precomputed.py # read bg/fg_projection.mp4 → VAE latent (mp4 mode)
│ ├── color.py # first-frame coloring (+ optional progressive; PC mode)
│ ├── projection.py # scene_proj rendering (colored subset; PC mode)
│ ├── fg.py # P1 fg_proj latent encoding
│ ├── overlap.py # P1 / P9 preceding builders
│ ├── reference.py # re-export retrieve_reference_frames
│ ├── model_loader.py # build UnifiedBackbonePipeline (no SAM3/Qwen/Stream3R)
│ └── pipeline.py # main iter loop
└── inputs/<case>/ # one folder per test case
Converting mine_blender voxels → inputs
python scripts/convert_mine_blender.py \
--meta /home/arenzhang/remote_copy/mine_blender/meta_long_updated.json \
--output-root inputs/mine_blender \
--num-frames 65
TL;DR data processing pipeline
The converter takes the fast path that mirrors what the model actually
consumes, instead of a "physically pure" per-frame depth-sensor sim. Because
coloring is keyed to first_frame.png only (progressive coloring is disabled
by default in the inference pipeline), anything that can't be coloured from
camera 0 gets dropped anyway — so we never bother generating it.
- Static → cam-0 raycast (once). Build a triangle mesh from static
voxel cubes + frame-0 dyn voxel cubes (the latter as occluder). Open3D-
raycast every pixel of camera 0 only. Keep first-hit static points.
static_pts= exactly the static surface visible at frame 0 with the character cut out. ~60× cheaper than the legacy 65-frame union and gives identical results downstream. - Per-voxel frame-0 color table. Project each dyn voxel's frame-0
centre to camera 0 and sample
first_frame.pngonly if the pixel falls insidefg_mask. Voxels whose centre misses the mask are flagged "un-coloured" and dropped from every downstream step. - Persistent dyn-voxel identity.
mine_blenderstores each dyn object as(K, 3)per frame with stable row order: rowiin any frame is the same physical voxel. The color table from step 2 is indexed by row, so each voxel keeps its colour as it moves through time — for free, with no per-frame search. - Dyn → surface samples (no raycast). For each frame
t, transform a SHARED unit-cube surface template (default 96 samples per voxel) by the per-voxel(size_t, center_t). Each sample inherits its voxel's persistent frame-0 colour. Z-buffer splat at render time handles silhouette and inter-voxel occlusion correctly. No raycasting per frame. This is the biggest single speedup. - PC for the model = static cam-0 hits ∪ dyn samples from the first
--num-framesframes, voxel-downsampled at 1 cm, saved aspointcloud.npz. Camera trajectory →geometry.npz. First frame +fg_mask_first.png+ prompt complete the case folder. - bg visualization (
bg_projection.mp4): each static point projects to camera 0 and samplesfirst_frame.pngRGB. Points outside cam 0 OR insidefg_maskare dropped entirely (rendered black, not gray) so every visible pixel is a real sample. Z-buffer splat through each--viz-num-framescamera. - fg visualization (
fg_projection.mp4): the per-frame dyn samples from step 4 are splatted directly — colour follows the voxel rigidly. Uncoloured voxels are pre-filtered out, so leftover regions stay pure black.
Speed: the full mine_blender boxing case (84 dyn voxels × 420 frames,
target 480×832) takes ~30 s end-to-end, ~30× faster than the legacy
per-frame raycast path.
The bg/fg_projection.mp4 files are sanity checks for the converter;
the model only consumes pointcloud.npz, geometry.npz, first_frame.png,
fg_mask_first.png, prompt.txt.
Depth-derived PC details
The default --visibility depth mode produces a depth-derived PC that
is fair-comparable to LiveWorld's STream3R input, but takes a shortcut
that's only valid because the inference pipeline colours everything from
first_frame.png only (progressive coloring is disabled by default):
- Static side: build axis-aligned cube meshes for static voxels and
ONE Open3D
RaycastingScenecontaining static + frame-0 dyn cubes (the latter as occluder). Raycast camera 0 only. First-hit 3D points are kept. - Dyn side: no raycasting at all. For every coloured dyn voxel,
evaluate a SHARED unit-cube surface template (default 96 samples) at
the per-frame
(size_t, center_t). Each sample carries the voxel's persistent frame-0 colour. Z-buffer at splat time handles silhouette. - Both layers are voxel-downsampled at 1 cm and concatenated for
pointcloud.npz.
Result: only surfaces that are (a) reachable from camera 0 and (b)
coloured by first_frame.png survive — exactly the set the pipeline
would use anyway, computed ~30× faster than the legacy per-frame raycast
sim.
Blender camera → OpenCV camera: cam-local Y/Z columns are negated, so
poses_c2w is directly usable by LiveWorld's projection helpers.
Flags worth knowing:
--num-frames Nnumber of frames the model will iteratively generate (default: all in metadata). Saved asgeometry.npz'sposes_c2wand determines which dyn samples land inpointcloud.npz.--viz-num-frames Nlength of the bg/fg projection mp4s (default: same as--num-frames). Set larger than--num-framesonly when you want to preview the full trajectory beyond what the model will render.--dyn-samples-per-voxel 96(depth mode) surface samples per coloured dyn voxel for the no-raycast fast path. Default 96 ≈ 16/face — denser = smoother fg viz / scene_proj input, slower z-buffer splat.--visibility {depth,backface,none}defaultdepth.backface/noneuse surface sampling instead of the new fast path; debug only.--final-voxel-downsample 0.01PC dedupe voxel size in metres (default 0.01 m for depth mode; off otherwise)--points-per-voxel 48surface samples per voxel (only used by non-depth modes — ignored when--visibility depth)--voxel-size-scale 1.0shrink/grow every cube edge--fg-dilate 5pixel dilation for the foreground mask--names …only convert these specific entries--limit Nprocess only the first N matched entries (smoke test)--overwriteredo cases whose outputs already exist--no-projection-videosskip writing the bg/fg projection videos--viz-fps 16fps of the projection mp4s (default 16)--viz-colormap …retained for backward compat — currently ignored since the viz is RGB-sampled fromfirst_frame.png, not a depth colormap
Per case the converter writes two extra MP4s next to pointcloud.npz. Both
use LiveWorld's z-buffer point splat (each 3-D point → 1 pixel, keep the
closest one) with RGB colors sampled from first_frame.png, mirroring
spmem_comp's full_tracking.mp4 recipe. Any holes / sparsity here are real
artifacts in the State Adapter condition, not viz quirks.
How the videos are built:
- bg (
bg_projection.mp4) — static cam-0 PC voxel-downsampled to 1 cm. Each point projects to camera 0 and samplesfirst_frame.png. Points that project outside cam 0 OR onto a pixel insidefg_mask_first.pngare dropped entirely (rendered as the pure-black background); only points with a real color are splatted. You see a clean colored scene with a pure-black character-shaped hole and pure-black uncovered regions. - fg (
fg_projection.mp4) — per-frame dyn surface samples are splatted directly. Each sample carries its source voxel's persistent frame-0 colour (the voxel-identity table is built once and shared across all frames). The character keeps the same realistic colours as it moves; uncoloured voxels are pre-filtered out so leftover regions stay pure black. - Both videos are z-buffer splatted at the target resolution and encoded
as H.264 / yuv420p / +faststart via
imageio_ffmpeg's bundledffmpeg.
Per-case sanity check:
python -c "
import numpy as np
g = np.load('inputs/mine_blender/<case>/geometry.npz')
print('poses', g['poses_c2w'].shape, 'K', g['K'].shape, 'size', g['intrinsics_size'])
print('points', np.load('inputs/mine_blender/<case>/pointcloud.npz')['points'].shape)
"
Inputs
Each inputs/<case>/ folder must contain:
| file | type | shape / meaning |
|---|---|---|
first_frame.png |
RGB image | resized to target_hw (default 480×832) |
prompt.txt |
text | scene description (and optional fg description appended) |
geometry.npz |
npz | required keys: poses_c2w (N, 4, 4) float32, K (3, 3) float32. Optional: intrinsics_size (2,) — H, W of K's reference resolution; defaults to first_frame's |
pointcloud.npz |
npz | required key: points (M, 3) float32 in the same world coords as poses_c2w |
fg_mask_first.png |
optional grayscale | foreground mask of the first frame (>0 = fg). Used for P1 preceding fg_proj. Set use_fg_proj=false in config to disable |
All geometry must share one world coordinate system. We do not estimate any alignment transform — the pipeline assumes
points,poses_c2w, andfirst_frame's camera (poses_c2w[0]) are all consistent.
Run
Two selection modes (the meta+indices form mirrors the converter):
cd LiveWorld_comp
# A) by meta + indices (batch; case folders resolved by entry name)
python run_liveworld.py \
--meta /path/meta_long_updated.json \
--inputs-root inputs/mine_blender \
--output-root outputs \
--indices 0 \
--config configs/default.yaml
# B) a single explicit case folder
python run_liveworld.py \
--input-dir inputs/mine_blender/<case> \
--output-dir outputs/<case> \
--config configs/default.yaml
Conditioning source (run.condition_source)
mp4(default) — scene/fg conditioning is read straight from the converter'sbg_projection.mp4(→scene_proj) andfg_projection.mp4(→fg_proj), then VAE-encoded. The per-iter point-cloud projection and the whole coloring step are skipped (the MP4s already are the projection). The point cloud is still loaded, but only for 3D-IoU reference-frame retrieval. Requires the case folder to contain both MP4s, and they must cover at leastnum_framesframes aligned toposes_c2w(the converter guarantees this when--viz-num-frames >= --num-frames, which is the default).pointcloud— legacy LiveWorld path: renderscene_projfrom the coloured PC each iter viarender_projection, keeping the coloring logic (see "How coloring works").fg_projfor target frames stays zero.
Output layout:
outputs/case_xxx/
├── final_video.mp4
├── videos/
│ ├── iteration_01_generated_frames0-64.mp4
│ ├── iteration_01_scene_projection_input.mp4
│ ├── iteration_01_concat_frames0-64.mp4
│ └── reference_iter_02.{mp4,json} (iter >= 2)
└── pointclouds/
├── iteration_00_initial_pointcloud.ply
└── iteration_NN_pointcloud.ply
How coloring works
Only relevant when
condition_source=pointcloud. In the defaultmp4mode the scene/fg conditioning comes from the precomputed projection videos, so there is no coloring step at all — colours were baked into the MP4s by the converter (static fromfirst_frame, dynamic from the per-voxel frame-0 table). The text below describes the legacy PC path.
Legacy PC path: first-frame-only coloring. Progressive coloring is
disabled. The rationale: it was complex, introduced inter-iter colour
drift, and the converter already drops every point that couldn't be
coloured from first_frame — so iter-N "newly colourable" points
basically don't exist anyway.
- Before iter 0: every point visible from
poses_c2w[0]is coloured fromfirst_frame.png. Per-voxel dyn colours come from a frame-0 voxel-id table (see converter step 2). - End of iter N: nothing — the colour table is frozen. Every iter
re-renders
scene_projagainst the same colours; only camera poses andtarget_frame_indiceschange between iters. - Uncoloured points are skipped at scene-projection time so they don't paint bogus black pixels into the State Adapter condition.
Full geometry is always used for keyframe retrieval (3D IoU) — coloring only affects rendering, not selection.
Legacy progressive coloring is still available via
RunOptions.progressive_coloring=True. It re-colours newly visible points after every iter using that iter's generated frames; useful only if you ever extend the converter to keep static / dyn surfaces beyond what's visible from frame 0.
How long videos are generated
LiveWorld iterates internally. The total video length comes from
len(geometry.npz['poses_c2w']) (= the converter's --num-frames).
total = len(geometry.npz['poses_c2w']) # e.g. 65 or 420
frames_per_iter ≈ 17 or 33 # from RunOptions
iters ≈ ceil(total / frames_per_iter)
Per iter the pipeline builds:
- Preceding frames (
P): the last few frames of the previous iter (P1 = the immediately preceding generated frame, P9 = 8 more recent generated frames or first-frame fallback). - Reference frames (
R): retrieved from the full pool by 3D-IoU overlap with the new iter's target poses, ensuring the diffusion sees visually-related past frames even when they're temporally distant. - Target frames (
T): the new chunk of poses (frames_per_iterof them) to be generated this iter.
In mp4 mode, scene_proj / fg_proj for each iter are obtained by
slicing the precomputed videos at the iter's target_frame_indices (and
the preceding poses) and VAE-encoding — no projection compute. In
pointcloud mode, scene_proj is rendered fresh per iter for the target
cameras from a point cloud whose colours are updated at each chunk boundary
using the previous chunk's tail frame. The default
pointcloud_scene_mp4_fg mode uses that point-cloud scene projection while
still slicing fg_projection.mp4 for foreground conditioning.
There's no separate "short-test" vs "production" mode — only the value of
--num-frames differs.
Reuse vs. removed
Reused from LiveWorld (unchanged):
UnifiedBackbonePipeline.run_single_iteration[_few_step]retrieve_reference_frames(3D IoU keyframe selection)_update_frame_visibilitygenerate_scene_projection_from_pointcloudcompute_iteration_plan,set_seed,save_video_h264,save_point_cloud_ply- P1 / P9 preceding semantics + accumulated_anchor_global_indices overlap tracking
Removed:
- Stream3R first-frame reconstruction + incremental updates
- Qwen3-VL entity detection
- SAM3 dynamic/sky segmentation
- EventPool / monitor-centric foreground evolution
- DINOv3 entity matching
Comparison-fair settings
For a clean comparison against LiveWorld's STream3R PC:
- Voxel-downsample your PC at the same resolution as LiveWorld's
scene_voxel_size(default 0.01). - Keep all
max_reference_frames,voxel_size_iou,sp_context_scale,denoising_step_listidentical to the system YAML. - Run both methods with the same
seed. - Use the same
first_frame,prompt,poses_c2w, andfg_mask_first— only the PC geometry differs.
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