# Project EmbodiedGen # # Copyright (c) 2025 Horizon Robotics. All Rights Reserved. # # Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. # You may obtain a copy of the License at # # http://www.apache.org/licenses/LICENSE-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the License is distributed on an "AS IS" BASIS, # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or # implied. See the License for the specific language governing # permissions and limitations under the License. import argparse import logging import math import os import cv2 import numpy as np import nvdiffrast.torch as dr import spaces import torch import torch.nn.functional as F import trimesh import xatlas from PIL import Image from embodied_gen.data.mesh_operator import MeshFixer from embodied_gen.data.utils import ( CameraSetting, DiffrastRender, as_list, get_images_from_grid, init_kal_camera, normalize_vertices_array, post_process_texture, save_mesh_with_mtl, ) from embodied_gen.models.delight_model import DelightingModel from embodied_gen.models.sr_model import ImageRealESRGAN from embodied_gen.utils.process_media import vcat_pil_images logging.basicConfig( format="%(asctime)s - %(levelname)s - %(message)s", level=logging.INFO ) logger = logging.getLogger(__name__) __all__ = [ "TextureBacker", ] def _transform_vertices( mtx: torch.Tensor, pos: torch.Tensor, keepdim: bool = False ) -> torch.Tensor: """Transforms 3D vertices using a projection matrix. Args: mtx (torch.Tensor): Projection matrix. pos (torch.Tensor): Vertex positions. keepdim (bool, optional): If True, keeps the batch dimension. Returns: torch.Tensor: Transformed vertices. """ t_mtx = torch.as_tensor(mtx, device=pos.device, dtype=pos.dtype) if pos.size(-1) == 3: pos = torch.cat([pos, torch.ones_like(pos[..., :1])], dim=-1) result = pos @ t_mtx.T return result if keepdim else result.unsqueeze(0) def _bilinear_interpolation_scattering( image_h: int, image_w: int, coords: torch.Tensor, values: torch.Tensor ) -> torch.Tensor: """Performs bilinear interpolation scattering for grid-based value accumulation. Args: image_h (int): Image height. image_w (int): Image width. coords (torch.Tensor): Normalized coordinates. values (torch.Tensor): Values to scatter. Returns: torch.Tensor: Interpolated grid. """ device = values.device dtype = values.dtype C = values.shape[-1] indices = coords * torch.tensor( [image_h - 1, image_w - 1], dtype=dtype, device=device ) i, j = indices.unbind(-1) i0, j0 = ( indices.floor() .long() .clamp(0, image_h - 2) .clamp(0, image_w - 2) .unbind(-1) ) i1, j1 = i0 + 1, j0 + 1 w_i = i - i0.float() w_j = j - j0.float() weights = torch.stack( [(1 - w_i) * (1 - w_j), (1 - w_i) * w_j, w_i * (1 - w_j), w_i * w_j], dim=1, ) indices_comb = torch.stack( [ torch.stack([i0, j0], dim=1), torch.stack([i0, j1], dim=1), torch.stack([i1, j0], dim=1), torch.stack([i1, j1], dim=1), ], dim=1, ) grid = torch.zeros(image_h, image_w, C, device=device, dtype=dtype) cnt = torch.zeros(image_h, image_w, 1, device=device, dtype=dtype) for k in range(4): idx = indices_comb[:, k] w = weights[:, k].unsqueeze(-1) stride = torch.tensor([image_w, 1], device=device, dtype=torch.long) flat_idx = (idx * stride).sum(-1) grid.view(-1, C).scatter_add_( 0, flat_idx.unsqueeze(-1).expand(-1, C), values * w ) cnt.view(-1, 1).scatter_add_(0, flat_idx.unsqueeze(-1), w) mask = cnt.squeeze(-1) > 0 grid[mask] = grid[mask] / cnt[mask].repeat(1, C) return grid def _texture_inpaint_smooth( texture: np.ndarray, mask: np.ndarray, vertices: np.ndarray, faces: np.ndarray, uv_map: np.ndarray, ) -> tuple[np.ndarray, np.ndarray]: """Performs texture inpainting using vertex-based color propagation. Args: texture (np.ndarray): Texture image. mask (np.ndarray): Mask image. vertices (np.ndarray): Mesh vertices. faces (np.ndarray): Mesh faces. uv_map (np.ndarray): UV coordinates. Returns: tuple[np.ndarray, np.ndarray]: Inpainted texture and updated mask. """ image_h, image_w, C = texture.shape N = vertices.shape[0] # Initialize vertex data structures vtx_mask = np.zeros(N, dtype=np.float32) vtx_colors = np.zeros((N, C), dtype=np.float32) unprocessed = [] adjacency = [[] for _ in range(N)] # Build adjacency graph and initial color assignment for face_idx in range(faces.shape[0]): for k in range(3): uv_idx_k = faces[face_idx, k] v_idx = faces[face_idx, k] # Convert UV to pixel coordinates with boundary clamping u = np.clip( int(round(uv_map[uv_idx_k, 0] * (image_w - 1))), 0, image_w - 1 ) v = np.clip( int(round((1.0 - uv_map[uv_idx_k, 1]) * (image_h - 1))), 0, image_h - 1, ) if mask[v, u]: vtx_mask[v_idx] = 1.0 vtx_colors[v_idx] = texture[v, u] elif v_idx not in unprocessed: unprocessed.append(v_idx) # Build undirected adjacency graph neighbor = faces[face_idx, (k + 1) % 3] if neighbor not in adjacency[v_idx]: adjacency[v_idx].append(neighbor) if v_idx not in adjacency[neighbor]: adjacency[neighbor].append(v_idx) # Color propagation with dynamic stopping remaining_iters, prev_count = 2, 0 while remaining_iters > 0: current_unprocessed = [] for v_idx in unprocessed: valid_neighbors = [n for n in adjacency[v_idx] if vtx_mask[n] > 0] if not valid_neighbors: current_unprocessed.append(v_idx) continue # Calculate inverse square distance weights neighbors_pos = vertices[valid_neighbors] dist_sq = np.sum((vertices[v_idx] - neighbors_pos) ** 2, axis=1) weights = 1 / np.maximum(dist_sq, 1e-8) vtx_colors[v_idx] = np.average( vtx_colors[valid_neighbors], weights=weights, axis=0 ) vtx_mask[v_idx] = 1.0 # Update iteration control if len(current_unprocessed) == prev_count: remaining_iters -= 1 else: remaining_iters = min(remaining_iters + 1, 2) prev_count = len(current_unprocessed) unprocessed = current_unprocessed # Generate output texture inpainted_texture, updated_mask = texture.copy(), mask.copy() for face_idx in range(faces.shape[0]): for k in range(3): v_idx = faces[face_idx, k] if not vtx_mask[v_idx]: continue # UV coordinate conversion uv_idx_k = faces[face_idx, k] u = np.clip( int(round(uv_map[uv_idx_k, 0] * (image_w - 1))), 0, image_w - 1 ) v = np.clip( int(round((1.0 - uv_map[uv_idx_k, 1]) * (image_h - 1))), 0, image_h - 1, ) inpainted_texture[v, u] = vtx_colors[v_idx] updated_mask[v, u] = 255 return inpainted_texture, updated_mask class TextureBacker: """Texture baking pipeline for multi-view projection and fusion. This class generates UV-based textures for a 3D mesh using multi-view images, depth, and normal information. It includes mesh normalization, UV unwrapping, visibility-aware back-projection, confidence-weighted fusion, and inpainting. Args: camera_params (CameraSetting): Camera intrinsics and extrinsics. view_weights (list[float]): Weights for each view in texture fusion. render_wh (tuple[int, int], optional): Intermediate rendering resolution. texture_wh (tuple[int, int], optional): Output texture resolution. bake_angle_thresh (int, optional): Max angle for valid projection. mask_thresh (float, optional): Threshold for visibility masks. smooth_texture (bool, optional): Apply post-processing to texture. inpaint_smooth (bool, optional): Apply inpainting smoothing. mesh_post_process (bool, optional): False for preventing modification of vertices. Example: ```py from embodied_gen.data.backproject_v2 import TextureBacker from embodied_gen.data.utils import CameraSetting import trimesh from PIL import Image camera_params = CameraSetting( num_images=6, elevation=[20, -10], distance=5, resolution_hw=(2048,2048), fov=math.radians(30), device='cuda', ) view_weights = [1, 0.1, 0.02, 0.1, 1, 0.02] mesh = trimesh.load('mesh.obj') images = [Image.open(f'view_{i}.png') for i in range(6)] texture_backer = TextureBacker(camera_params, view_weights) textured_mesh = texture_backer(images, mesh, 'output.obj') ``` """ def __init__( self, camera_params: CameraSetting, view_weights: list[float], render_wh: tuple[int, int] = (2048, 2048), texture_wh: tuple[int, int] = (2048, 2048), bake_angle_thresh: int = 75, mask_thresh: float = 0.5, smooth_texture: bool = True, inpaint_smooth: bool = False, mesh_post_process: bool = True, ) -> None: self.camera_params = camera_params self.renderer = None self.view_weights = view_weights self.device = camera_params.device self.render_wh = render_wh self.texture_wh = texture_wh self.mask_thresh = mask_thresh self.smooth_texture = smooth_texture self.inpaint_smooth = inpaint_smooth self.mesh_post_process = mesh_post_process self.bake_angle_thresh = bake_angle_thresh self.bake_unreliable_kernel_size = int( (2 / 512) * max(self.render_wh[0], self.render_wh[1]) ) def _lazy_init_render(self, camera_params, mask_thresh): """Lazily initializes the renderer. Args: camera_params (CameraSetting): Camera settings. mask_thresh (float): Mask threshold. """ if self.renderer is None: camera = init_kal_camera(camera_params) mv = camera.view_matrix() # (n 4 4) world2cam p = camera.intrinsics.projection_matrix() # NOTE: add a negative sign at P[0, 2] as the y axis is flipped in `nvdiffrast` output. # noqa p[:, 1, 1] = -p[:, 1, 1] self.renderer = DiffrastRender( p_matrix=p, mv_matrix=mv, resolution_hw=camera_params.resolution_hw, context=dr.RasterizeCudaContext(), mask_thresh=mask_thresh, grad_db=False, device=self.device, antialias_mask=True, ) def load_mesh(self, mesh: trimesh.Trimesh) -> trimesh.Trimesh: """Normalizes mesh and unwraps UVs. Args: mesh (trimesh.Trimesh): Input mesh. Returns: trimesh.Trimesh: Mesh with normalized vertices and UVs. """ mesh.vertices, scale, center = normalize_vertices_array(mesh.vertices) self.scale, self.center = scale, center vmapping, indices, uvs = xatlas.parametrize(mesh.vertices, mesh.faces) uvs[:, 1] = 1 - uvs[:, 1] mesh.vertices = mesh.vertices[vmapping] mesh.faces = indices mesh.visual.uv = uvs return mesh def get_mesh_np_attrs( self, mesh: trimesh.Trimesh, scale: float = None, center: np.ndarray = None, ) -> tuple[np.ndarray, np.ndarray, np.ndarray]: """Gets mesh attributes as numpy arrays. Args: mesh (trimesh.Trimesh): Input mesh. scale (float, optional): Scale factor. center (np.ndarray, optional): Center offset. Returns: tuple: (vertices, faces, uv_map) """ vertices = mesh.vertices.copy() faces = mesh.faces.copy() uv_map = mesh.visual.uv.copy() uv_map[:, 1] = 1.0 - uv_map[:, 1] if scale is not None: vertices = vertices / scale if center is not None: vertices = vertices + center return vertices, faces, uv_map def _render_depth_edges(self, depth_image: torch.Tensor) -> torch.Tensor: """Computes edge image from depth map. Args: depth_image (torch.Tensor): Depth map. Returns: torch.Tensor: Edge image. """ 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 ) sketch_image = sketch_image.unsqueeze(-1) return sketch_image def compute_enhanced_viewnormal( self, mv_mtx: torch.Tensor, vertices: torch.Tensor, faces: torch.Tensor ) -> torch.Tensor: """Computes enhanced view normals for mesh faces. Args: mv_mtx (torch.Tensor): View matrices. vertices (torch.Tensor): Mesh vertices. faces (torch.Tensor): Mesh faces. Returns: torch.Tensor: View normals. """ rast, _ = self.renderer.compute_dr_raster(vertices, faces) rendered_view_normals = [] for idx in range(len(mv_mtx)): pos_cam = _transform_vertices(mv_mtx[idx], vertices, keepdim=True) pos_cam = pos_cam[:, :3] / pos_cam[:, 3:] v0, v1, v2 = (pos_cam[faces[:, i]] for i in range(3)) face_norm = F.normalize( torch.cross(v1 - v0, v2 - v0, dim=-1), dim=-1 ) vertex_norm = ( torch.from_numpy( trimesh.geometry.mean_vertex_normals( len(pos_cam), faces.cpu(), face_norm.cpu() ) ) .to(vertices.device) .contiguous() ) im_base_normals, _ = dr.interpolate( vertex_norm[None, ...].float(), rast[idx : idx + 1], faces.to(torch.int32), ) rendered_view_normals.append(im_base_normals) rendered_view_normals = torch.cat(rendered_view_normals, dim=0) return rendered_view_normals def back_project( self, image, vis_mask, depth, normal, uv ) -> tuple[torch.Tensor, torch.Tensor]: """Back-projects image and confidence to UV texture space. Args: image (PIL.Image or np.ndarray): Input image. vis_mask (torch.Tensor): Visibility mask. depth (torch.Tensor): Depth map. normal (torch.Tensor): Normal map. uv (torch.Tensor): UV coordinates. Returns: tuple[torch.Tensor, torch.Tensor]: Texture and confidence map. """ image = np.array(image) image = torch.as_tensor(image, device=self.device, dtype=torch.float32) if image.ndim == 2: image = image.unsqueeze(-1) image = image / 255 depth_inv = (1.0 - depth) * vis_mask sketch_image = self._render_depth_edges(depth_inv) cos = F.cosine_similarity( torch.tensor([[0, 0, 1]], device=self.device), normal.view(-1, 3), ).view_as(normal[..., :1]) cos[cos < np.cos(np.radians(self.bake_angle_thresh))] = 0 k = self.bake_unreliable_kernel_size * 2 + 1 kernel = torch.ones((1, 1, k, k), device=self.device) vis_mask = vis_mask.permute(2, 0, 1).unsqueeze(0).float() vis_mask = F.conv2d( 1.0 - vis_mask, kernel, padding=k // 2, ) vis_mask = 1.0 - (vis_mask > 0).float() vis_mask = vis_mask.squeeze(0).permute(1, 2, 0) sketch_image = sketch_image.permute(2, 0, 1).unsqueeze(0) sketch_image = F.conv2d(sketch_image, kernel, padding=k // 2) sketch_image = (sketch_image > 0).float() sketch_image = sketch_image.squeeze(0).permute(1, 2, 0) vis_mask = vis_mask * (sketch_image < 0.5) cos[vis_mask == 0] = 0 valid_pixels = (vis_mask != 0).view(-1) return ( self._scatter_texture(uv, image, valid_pixels), self._scatter_texture(uv, cos, valid_pixels), ) def _scatter_texture(self, uv, data, mask): """Scatters data to texture using UV coordinates and mask. Args: uv (torch.Tensor): UV coordinates. data (torch.Tensor): Data to scatter. mask (torch.Tensor): Mask for valid pixels. Returns: torch.Tensor: Scattered texture. """ def __filter_data(data, mask): return data.view(-1, data.shape[-1])[mask] return _bilinear_interpolation_scattering( self.texture_wh[1], self.texture_wh[0], __filter_data(uv, mask)[..., [1, 0]], __filter_data(data, mask), ) @torch.no_grad() def fast_bake_texture( self, textures: list[torch.Tensor], confidence_maps: list[torch.Tensor] ) -> tuple[torch.Tensor, torch.Tensor]: """Fuses multiple textures and confidence maps. Args: textures (list[torch.Tensor]): List of textures. confidence_maps (list[torch.Tensor]): List of confidence maps. Returns: tuple[torch.Tensor, torch.Tensor]: Fused texture and mask. """ channel = textures[0].shape[-1] texture_merge = torch.zeros(self.texture_wh + [channel]).to( self.device ) trust_map_merge = torch.zeros(self.texture_wh + [1]).to(self.device) for texture, cos_map in zip(textures, confidence_maps): view_sum = (cos_map > 0).sum() painted_sum = ((cos_map > 0) * (trust_map_merge > 0)).sum() if 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) return texture_merge, trust_map_merge > 1e-8 def uv_inpaint( self, mesh: trimesh.Trimesh, texture: np.ndarray, mask: np.ndarray ) -> np.ndarray: """Inpaints missing regions in the UV texture. Args: mesh (trimesh.Trimesh): Mesh. texture (np.ndarray): Texture image. mask (np.ndarray): Mask image. Returns: np.ndarray: Inpainted texture. """ if self.inpaint_smooth: vertices, faces, uv_map = self.get_mesh_np_attrs(mesh) texture, mask = _texture_inpaint_smooth( texture, mask, vertices, faces, uv_map ) texture = texture.clip(0, 1) texture = cv2.inpaint( (texture * 255).astype(np.uint8), 255 - mask, 3, cv2.INPAINT_NS, ) return texture @spaces.GPU def compute_texture( self, colors: list[Image.Image], mesh: trimesh.Trimesh, ) -> trimesh.Trimesh: """Computes the fused texture for the mesh from multi-view images. Args: colors (list[Image.Image]): List of view images. mesh (trimesh.Trimesh): Mesh to texture. Returns: tuple[np.ndarray, np.ndarray]: Texture and mask. """ self._lazy_init_render(self.camera_params, self.mask_thresh) vertices = torch.from_numpy(mesh.vertices).to(self.device).float() faces = torch.from_numpy(mesh.faces).to(self.device).to(torch.int) uv_map = torch.from_numpy(mesh.visual.uv).to(self.device).float() rendered_depth, masks = self.renderer.render_depth(vertices, faces) norm_deps = self.renderer.normalize_map_by_mask(rendered_depth, masks) render_uvs, _ = self.renderer.render_uv(vertices, faces, uv_map) view_normals = self.compute_enhanced_viewnormal( self.renderer.mv_mtx, vertices, faces ) textures, weighted_cos_maps = [], [] for color, mask, dep, normal, uv, weight in zip( colors, masks, norm_deps, view_normals, render_uvs, self.view_weights, ): texture, cos_map = self.back_project(color, mask, dep, normal, uv) textures.append(texture) weighted_cos_maps.append(weight * (cos_map**4)) texture, mask = self.fast_bake_texture(textures, weighted_cos_maps) texture_np = texture.cpu().numpy() mask_np = (mask.squeeze(-1).cpu().numpy() * 255).astype(np.uint8) return texture_np, mask_np def __call__( self, colors: list[Image.Image], mesh: trimesh.Trimesh, output_path: str, ) -> trimesh.Trimesh: """Runs the texture baking and exports the textured mesh. Args: colors (list[Image.Image]): List of input view images. mesh (trimesh.Trimesh): Input mesh to be textured. output_path (str): Path to save the output textured mesh. Returns: trimesh.Trimesh: The textured mesh with UV and texture image. """ mesh = self.load_mesh(mesh) texture_np, mask_np = self.compute_texture(colors, mesh) texture_np = self.uv_inpaint(mesh, texture_np, mask_np) if self.smooth_texture: texture_np = post_process_texture(texture_np) vertices, faces, uv_map = self.get_mesh_np_attrs( mesh, self.scale, self.center ) textured_mesh = save_mesh_with_mtl( vertices, faces, uv_map, texture_np, output_path, mesh_process=self.mesh_post_process, ) return textured_mesh def parse_args(): """Parses command-line arguments for texture backprojection. Returns: argparse.Namespace: Parsed arguments. """ parser = argparse.ArgumentParser(description="Backproject texture") parser.add_argument( "--color_path", nargs="+", type=str, help="Multiview color image in grid file paths", ) parser.add_argument( "--mesh_path", type=str, help="Mesh path, .obj, .glb or .ply", ) parser.add_argument( "--output_path", type=str, help="Output mesh path with suffix", ) parser.add_argument( "--num_images", type=int, default=6, help="Number of images to render." ) parser.add_argument( "--elevation", nargs="+", type=float, default=[20.0, -10.0], help="Elevation angles for the camera (default: [20.0, -10.0])", ) parser.add_argument( "--distance", type=float, default=5, help="Camera distance (default: 5)", ) parser.add_argument( "--resolution_hw", type=int, nargs=2, default=(2048, 2048), help="Resolution of the output images (default: (2048, 2048))", ) parser.add_argument( "--fov", type=float, default=30, help="Field of view in degrees (default: 30)", ) parser.add_argument( "--device", type=str, choices=["cpu", "cuda"], default="cuda", help="Device to run on (default: `cuda`)", ) parser.add_argument( "--skip_fix_mesh", action="store_true", help="Fix mesh geometry." ) parser.add_argument( "--texture_wh", nargs=2, type=int, default=[2048, 2048], help="Texture resolution width and height", ) parser.add_argument( "--mesh_sipmlify_ratio", type=float, default=0.9, help="Mesh simplification ratio (default: 0.9)", ) parser.add_argument( "--delight", action="store_true", help="Use delighting model." ) parser.add_argument( "--no_smooth_texture", action="store_true", help="Do not smooth the texture.", ) parser.add_argument( "--save_glb_path", type=str, default=None, help="Save glb path." ) parser.add_argument( "--no_save_delight_img", action="store_true", help="Disable saving delight image", ) parser.add_argument("--n_max_faces", type=int, default=30000) parser.add_argument("--no_mesh_post_process", action="store_true") args, unknown = parser.parse_known_args() return args def entrypoint( delight_model: DelightingModel = None, imagesr_model: ImageRealESRGAN = None, **kwargs, ) -> trimesh.Trimesh: """Entrypoint for texture backprojection from multi-view images. Args: delight_model (DelightingModel, optional): Delighting model. imagesr_model (ImageRealESRGAN, optional): Super-resolution model. **kwargs: Additional arguments to override CLI. Returns: trimesh.Trimesh: Textured mesh. """ args = parse_args() for k, v in kwargs.items(): if hasattr(args, k) and v is not None: setattr(args, k, v) # Setup camera parameters. camera_params = CameraSetting( num_images=args.num_images, elevation=args.elevation, distance=args.distance, resolution_hw=args.resolution_hw, fov=math.radians(args.fov), device=args.device, ) args.color_path = as_list(args.color_path) if args.delight and delight_model is None: delight_model = DelightingModel() color_grid = [Image.open(color_path) for color_path in args.color_path] color_grid = vcat_pil_images(color_grid, image_mode="RGBA") if args.delight: color_grid = delight_model(color_grid) if not args.no_save_delight_img: save_dir = os.path.dirname(args.output_path) os.makedirs(save_dir, exist_ok=True) color_grid.save(f"{save_dir}/color_delight.png") multiviews = get_images_from_grid(color_grid, img_size=512) view_weights = [1, 0.1, 0.02, 0.1, 1, 0.02] view_weights += [0.01] * (len(multiviews) - len(view_weights)) # Use RealESRGAN_x4plus for x4 (512->2048) image super resolution. if imagesr_model is None: imagesr_model = ImageRealESRGAN(outscale=4) multiviews = [imagesr_model(img) for img in multiviews] multiviews = [img.convert("RGB") for img in multiviews] mesh = trimesh.load(args.mesh_path) if isinstance(mesh, trimesh.Scene): mesh = mesh.dump(concatenate=True) if not args.skip_fix_mesh: mesh.vertices, scale, center = normalize_vertices_array(mesh.vertices) mesh_fixer = MeshFixer(mesh.vertices, mesh.faces, args.device) mesh.vertices, mesh.faces = mesh_fixer( filter_ratio=args.mesh_sipmlify_ratio, max_hole_size=0.04, resolution=1024, num_views=1000, norm_mesh_ratio=0.5, ) if len(mesh.faces) > args.n_max_faces: mesh.vertices, mesh.faces = mesh_fixer( filter_ratio=0.8, max_hole_size=0.04, resolution=1024, num_views=1000, norm_mesh_ratio=0.5, ) # Restore scale. mesh.vertices = mesh.vertices / scale mesh.vertices = mesh.vertices + center # Baking texture to mesh. texture_backer = TextureBacker( camera_params=camera_params, view_weights=view_weights, render_wh=args.resolution_hw, texture_wh=args.texture_wh, smooth_texture=not args.no_smooth_texture, mesh_post_process=not args.no_mesh_post_process, ) textured_mesh = texture_backer(multiviews, mesh, args.output_path) if args.save_glb_path is not None: os.makedirs(os.path.dirname(args.save_glb_path), exist_ok=True) textured_mesh.export(args.save_glb_path) return textured_mesh if __name__ == "__main__": entrypoint()