Spaces:
Running on Zero
Running on Zero
murphylmf commited on
Commit ·
dce63f8
1
Parent(s): 6b09604
update
Browse files- app.py +292 -57
- requirements.txt +8 -7
app.py
CHANGED
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@@ -119,86 +119,321 @@ def download_smpl_assets(body_models_path):
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def pack_sequence_to_glb(base_dir, output_path, start_frame, end_frame, scene_rate=1.0):
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"""
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Pack a sequence of meshes/pointclouds into a single GLB file for visualization.
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"""
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# Create a scene
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scene = trimesh.Scene()
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#
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for i in range(start_frame, end_frame):
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# Load Human Mesh
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human_mesh_path = os.path.join(base_dir, f"smpl_{i:06d}.ply")
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if os.path.exists(human_mesh_path):
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human_mesh = trimesh.load(human_mesh_path)
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# Add to scene with time-based visibility if possible,
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# but GLB animation is complex.
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# Simplified approach: Merge all into one static scene for now,
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# or just one frame.
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#
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# Better approach for "Video" visualization in web:
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# We can't easily make a 4D GLB in pure python without complex animation rigging.
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#
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# Alternative: Just show the first frame, or a merged static scene.
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# The prompt implies a 3D result viewing.
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#
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# Let's merge all 'scene' points (static) and 'human' meshes (dynamic).
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# But showing all human meshes at once looks messy (motion trail).
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#
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# or just the accumulated scene if available.
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# Load Accumulated Scene
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scene_ply = os.path.join(os.path.dirname(output_path), f"{os.path.basename(base_dir)}_scene.ply")
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if os.path.exists(scene_ply):
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scene_pc = trimesh.load(scene_ply)
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scene.add_geometry(scene_pc)
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# Load one human mesh (e.g. middle frame)
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mid_frame = (start_frame + end_frame) // 2
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human_mesh_path = os.path.join(base_dir, f"smpl_{mid_frame:06d}.ply")
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if os.path.exists(human_mesh_path):
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human_mesh = trimesh.load(human_mesh_path)
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human_mesh.visual.vertex_colors = [200, 100, 100, 255] # Reddish
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scene.add_geometry(human_mesh)
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scene.export(output_path)
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def get_player_html(glb_path):
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"""
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Generate HTML to display the GLB file using
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"""
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# We need to serve the file. Gradio handles file paths in output components.
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# So we return the path to the GLB file, but the output component is HTML.
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# To display 3D in HTML, we can use <model-viewer>.
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# However, Gradio's Model3D component is easier.
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# Let's switch the output to Model3D if possible?
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# The user code had `output_html = gr.HTML(...)`.
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# If we stick to HTML:
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# We need to base64 encode the GLB or assume it's accessible.
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# Gradio files are accessible.
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import base64
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with open(glb_path, "rb") as f:
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data = f.read()
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b64_data = base64.b64encode(data).decode('utf-8')
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html = f"""
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"""
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return html
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def pack_sequence_to_glb(base_dir, output_path, start_frame, end_frame, scene_rate=1.0):
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"""
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Pack a sequence of meshes/pointclouds into a single GLB file for visualization.
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+
Uses a specific naming convention 'frame_{i}' for each mesh to allow
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'stop motion' style visualization in the frontend.
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"""
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# Create a scene
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scene = trimesh.Scene()
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# 1. Add Accumulated Scene Point Cloud (Static Background)
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# The frontend looks for 'scene' in the name to adjust point size.
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scene_ply = os.path.join(os.path.dirname(output_path), f"{os.path.basename(base_dir)}_scene.ply")
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if os.path.exists(scene_ply):
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scene_pc = trimesh.load(scene_ply)
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# Add to scene
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scene.add_geometry(scene_pc, node_name='scene_cloud', geom_name='scene_cloud')
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# 2. Iterate over frames and add Human Meshes
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# The frontend looks for 'frame_{i}' to toggle visibility.
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for i in range(start_frame, end_frame):
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human_mesh_path = os.path.join(base_dir, f"smpl_{i:06d}.ply")
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if os.path.exists(human_mesh_path):
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human_mesh = trimesh.load(human_mesh_path)
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# Color it if needed (default logic seemed to want colors)
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# But usually ply has colors. If not, maybe set a default.
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# user previous logic: human_mesh.visual.vertex_colors = [200, 100, 100, 255]
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# Naming is CRITICAL for the frontend logic
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node_name = f"frame_{i}"
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scene.add_geometry(human_mesh, node_name=node_name, geom_name=node_name)
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scene.export(output_path)
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def get_player_html(glb_path):
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"""
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Generate HTML to display the GLB file using Three.js with 'Stop Motion' logic.
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Extracts logic from index.html provided by user.
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"""
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import base64
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with open(glb_path, "rb") as f:
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data = f.read()
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b64_data = base64.b64encode(data).decode('utf-8')
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html = f"""
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<style>
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#canvas-container {{
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width: 100%;
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height: 600px; /* Increased height */
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background: #f5f5f5;
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border-radius: 8px;
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position: relative;
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overflow: hidden;
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box-shadow: inset 0 0 20px rgba(0,0,0,0.05);
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}}
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#loading-overlay {{
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position: absolute; top:0; left:0; width:100%; height:100%;
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background: rgba(0,0,0,0.7); color: white;
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display: flex; flex-direction: column; justify-content: center; align-items: center;
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z-index: 10;
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}}
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.player-controls {{
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margin-top: 10px;
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padding: 10px;
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background: #fff;
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border-radius: 8px;
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box-shadow: 0 2px 10px rgba(0,0,0,0.1);
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display: flex;
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align-items: center;
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gap: 15px;
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}}
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.button {{
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padding: 8px 16px;
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border: none;
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border-radius: 4px;
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background: #363636;
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color: white;
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cursor: pointer;
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font-weight: bold;
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}}
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.button:hover {{ background: #4a4a4a; }}
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input[type=range] {{
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flex-grow: 1;
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cursor: pointer;
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}}
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.tag {{
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background: #f5f5f5;
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padding: 5px 10px;
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border-radius: 4px;
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font-family: monospace;
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white-space: nowrap;
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}}
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</style>
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<!-- Import Map for Three.js -->
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<script type="importmap">
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{{
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"imports": {{
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"three": "https://unpkg.com/three@0.158.0/build/three.module.js",
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"three/addons/": "https://unpkg.com/three@0.158.0/examples/jsm/"
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}}
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}}
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</script>
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</head>
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<body>
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<div id="player-wrapper">
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<div id="canvas-container">
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<div id="loading-overlay">
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<p>Loading 3D Sequence...</p>
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</div>
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</div>
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<div class="player-controls">
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<button id="play-btn" class="button">Play</button>
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<input id="frame-slider" type="range" min="0" max="0" value="0" step="1">
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<span id="frame-count" class="tag">Frame: 0</span>
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</div>
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</div>
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+
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+
<script type="module">
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import * as THREE from 'three';
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import {{ OrbitControls }} from 'three/addons/controls/OrbitControls.js';
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import {{ GLTFLoader }} from 'three/addons/loaders/GLTFLoader.js';
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// Config
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const MODEL_DATA = "data:model/gltf-binary;base64,{b64_data}";
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const FPS = 10;
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let scene, camera, renderer, controls;
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let frames = [];
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let currentFrame = 0;
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let isPlaying = false;
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let intervalId = null;
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const container = document.getElementById('canvas-container');
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const slider = document.getElementById('frame-slider');
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const playBtn = document.getElementById('play-btn');
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const frameLabel = document.getElementById('frame-count');
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const loadingOverlay = document.getElementById('loading-overlay');
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init();
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function init() {{
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scene = new THREE.Scene();
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scene.background = new THREE.Color(0xf5f5f5);
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// Setup Camera
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camera = new THREE.PerspectiveCamera(50, container.clientWidth / container.clientHeight, 0.1, 1000);
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// Initial position - will be roughly looking at origin
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camera.position.set(0, 0, 5);
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renderer = new THREE.WebGLRenderer({{ antialias: true, alpha: true }});
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renderer.setSize(container.clientWidth, container.clientHeight);
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renderer.setPixelRatio(window.devicePixelRatio);
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renderer.useLegacyLights = false;
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container.appendChild(renderer.domElement);
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// Lights
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const hemiLight = new THREE.HemisphereLight(0xffffff, 0x444444, 3.0);
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scene.add(hemiLight);
|
| 290 |
+
|
| 291 |
+
const dirLight = new THREE.DirectionalLight(0xffffff, 3.0);
|
| 292 |
+
dirLight.position.set(5, 10, 7);
|
| 293 |
+
scene.add(dirLight);
|
| 294 |
+
|
| 295 |
+
const frontLight = new THREE.DirectionalLight(0xffffff, 2.0);
|
| 296 |
+
frontLight.position.set(0, 0, 5);
|
| 297 |
+
scene.add(frontLight);
|
| 298 |
+
|
| 299 |
+
// Controls
|
| 300 |
+
controls = new OrbitControls(camera, renderer.domElement);
|
| 301 |
+
controls.enableDamping = true;
|
| 302 |
+
controls.dampingFactor = 0.05;
|
| 303 |
+
controls.target.set(0, 0, 0);
|
| 304 |
+
|
| 305 |
+
// Load GLB
|
| 306 |
+
const loader = new GLTFLoader();
|
| 307 |
+
|
| 308 |
+
loader.load(MODEL_DATA, function (gltf) {{
|
| 309 |
+
const root = gltf.scene;
|
| 310 |
+
scene.add(root);
|
| 311 |
+
|
| 312 |
+
frames = [];
|
| 313 |
+
|
| 314 |
+
// Traverse to find frames and fix materials
|
| 315 |
+
root.traverse((node) => {{
|
| 316 |
+
|
| 317 |
+
// Material adjustments for visual appeal
|
| 318 |
+
if (node.isMesh) {{
|
| 319 |
+
node.geometry.computeVertexNormals();
|
| 320 |
+
// Reset colors if needed to avoid black meshes
|
| 321 |
+
if (node.geometry.attributes.color) {{
|
| 322 |
+
// Optionally keep vertex colors if they are good
|
| 323 |
+
// node.geometry.deleteAttribute('color');
|
| 324 |
+
}}
|
| 325 |
+
|
| 326 |
+
// Simple material override for consistency
|
| 327 |
+
node.material = new THREE.MeshStandardMaterial({{
|
| 328 |
+
color: 0xff9966,
|
| 329 |
+
roughness: 0.4,
|
| 330 |
+
metalness: 0.0,
|
| 331 |
+
side: THREE.DoubleSide
|
| 332 |
+
}});
|
| 333 |
+
}}
|
| 334 |
+
|
| 335 |
+
// Point cloud adjustments
|
| 336 |
+
if (node.isPoints) {{
|
| 337 |
+
if (node.name && node.name.toLowerCase().includes('scene')) {{
|
| 338 |
+
node.material.size = 0.05;
|
| 339 |
+
node.material.sizeAttenuation = true;
|
| 340 |
+
}}
|
| 341 |
+
if (node.name && node.name.toLowerCase().includes('human')) {{
|
| 342 |
+
node.material.size = 0.005;
|
| 343 |
+
}}
|
| 344 |
+
}}
|
| 345 |
+
|
| 346 |
+
// Collect Frames based on naming convention
|
| 347 |
+
if (node.name && node.name.startsWith('frame_')) {{
|
| 348 |
+
const parts = node.name.split('_');
|
| 349 |
+
// Expect frame_0, frame_1, etc.
|
| 350 |
+
if (parts.length >= 2 && !isNaN(parseInt(parts[1]))) {{
|
| 351 |
+
const idx = parseInt(parts[1]);
|
| 352 |
+
frames[idx] = node;
|
| 353 |
+
node.visible = false;
|
| 354 |
+
}}
|
| 355 |
+
}}
|
| 356 |
+
}});
|
| 357 |
+
|
| 358 |
+
// Filter out undefined slots in case of non-sequential or gaps (though logic should be sequential)
|
| 359 |
+
// Note: If using frames[idx], gaps might leave undefined.
|
| 360 |
+
// Better to compact if we just want a sequence, but index matching is good.
|
| 361 |
+
// Let's rely on filter to clean up.
|
| 362 |
+
frames = frames.filter(n => n !== undefined);
|
| 363 |
+
|
| 364 |
+
console.log(`Loaded ${{frames.length}} frames.`);
|
| 365 |
+
|
| 366 |
+
if (frames.length > 0) {{
|
| 367 |
+
slider.max = frames.length - 1;
|
| 368 |
+
loadingOverlay.style.display = 'none';
|
| 369 |
+
showFrame(0);
|
| 370 |
+
|
| 371 |
+
// Auto-center camera on the first frame if possible
|
| 372 |
+
// const box = new THREE.Box3().setFromObject(frames[0]);
|
| 373 |
+
// const center = box.getCenter(new THREE.Vector3());
|
| 374 |
+
// controls.target.copy(center);
|
| 375 |
+
// camera.position.add(center); // Adjust relative to new center
|
| 376 |
+
|
| 377 |
+
}} else {{
|
| 378 |
+
loadingOverlay.innerHTML = "<p>No frames found (looking for nodes named 'frame_N').</p>";
|
| 379 |
+
}}
|
| 380 |
+
|
| 381 |
+
}}, undefined, function (error) {{
|
| 382 |
+
console.error(error);
|
| 383 |
+
loadingOverlay.innerHTML = "<p>Error loading model.</p>";
|
| 384 |
+
}});
|
| 385 |
+
|
| 386 |
+
window.addEventListener('resize', onWindowResize);
|
| 387 |
+
animate();
|
| 388 |
+
}}
|
| 389 |
+
|
| 390 |
+
function showFrame(idx) {{
|
| 391 |
+
if (!frames[idx]) return;
|
| 392 |
+
if (frames[currentFrame]) frames[currentFrame].visible = false;
|
| 393 |
+
frames[idx].visible = true;
|
| 394 |
+
currentFrame = idx;
|
| 395 |
+
slider.value = idx;
|
| 396 |
+
frameLabel.innerText = `Frame: ${{idx}}`;
|
| 397 |
+
}}
|
| 398 |
+
|
| 399 |
+
function togglePlay() {{
|
| 400 |
+
if (frames.length === 0) return;
|
| 401 |
+
isPlaying = !isPlaying;
|
| 402 |
+
|
| 403 |
+
playBtn.innerText = isPlaying ? "Pause" : "Play";
|
| 404 |
+
|
| 405 |
+
if (isPlaying) {{
|
| 406 |
+
intervalId = setInterval(() => {{
|
| 407 |
+
let next = currentFrame + 1;
|
| 408 |
+
if (next >= frames.length) next = 0;
|
| 409 |
+
showFrame(next);
|
| 410 |
+
}}, 1000 / FPS);
|
| 411 |
+
}} else {{
|
| 412 |
+
clearInterval(intervalId);
|
| 413 |
+
}}
|
| 414 |
+
}}
|
| 415 |
+
|
| 416 |
+
slider.addEventListener('input', (e) => {{
|
| 417 |
+
if (isPlaying) togglePlay();
|
| 418 |
+
showFrame(parseInt(e.target.value));
|
| 419 |
+
}});
|
| 420 |
+
|
| 421 |
+
playBtn.addEventListener('click', togglePlay);
|
| 422 |
+
|
| 423 |
+
function onWindowResize() {{
|
| 424 |
+
camera.aspect = container.clientWidth / container.clientHeight;
|
| 425 |
+
camera.updateProjectionMatrix();
|
| 426 |
+
renderer.setSize(container.clientWidth, container.clientHeight);
|
| 427 |
+
}}
|
| 428 |
+
|
| 429 |
+
function animate() {{
|
| 430 |
+
requestAnimationFrame(animate);
|
| 431 |
+
controls.update();
|
| 432 |
+
renderer.render(scene, camera);
|
| 433 |
+
}}
|
| 434 |
+
</script>
|
| 435 |
+
</body>
|
| 436 |
+
</html>
|
| 437 |
"""
|
| 438 |
return html
|
| 439 |
|
requirements.txt
CHANGED
|
@@ -3,19 +3,20 @@ torchvision==0.19.1
|
|
| 3 |
numpy
|
| 4 |
scipy
|
| 5 |
trimesh
|
| 6 |
-
|
|
|
|
| 7 |
opencv-python-headless
|
| 8 |
pillow
|
| 9 |
-
gradio
|
| 10 |
-
spaces
|
| 11 |
-
ninja
|
| 12 |
einops
|
| 13 |
safetensors
|
| 14 |
-
|
| 15 |
-
|
|
|
|
|
|
|
|
|
|
| 16 |
ultralytics==8.3.227
|
| 17 |
timm==1.0.24
|
| 18 |
git+https://github.com/EasternJournalist/utils3d.git@3fab839f0be9931dac7c8488eb0e1600c236e183
|
| 19 |
mmcv==2.2.0 --find-links https://download.openmmlab.com/mmcv/dist/cu121/torch2.4/index.html
|
| 20 |
pytorch3d @ https://dl.fbaipublicfiles.com/pytorch3d/packaging/wheels/py310_cu121_pyt241/pytorch3d-0.7.8-cp310-cp310-linux_x86_64.whl
|
| 21 |
-
smplx
|
|
|
|
| 3 |
numpy
|
| 4 |
scipy
|
| 5 |
trimesh
|
| 6 |
+
plyfile
|
| 7 |
+
open3d==0.19.0
|
| 8 |
opencv-python-headless
|
| 9 |
pillow
|
|
|
|
|
|
|
|
|
|
| 10 |
einops
|
| 11 |
safetensors
|
| 12 |
+
gradio>=5.0.0
|
| 13 |
+
spaces
|
| 14 |
+
huggingface_hub>=0.25.0
|
| 15 |
+
tqdm
|
| 16 |
+
ninja
|
| 17 |
ultralytics==8.3.227
|
| 18 |
timm==1.0.24
|
| 19 |
git+https://github.com/EasternJournalist/utils3d.git@3fab839f0be9931dac7c8488eb0e1600c236e183
|
| 20 |
mmcv==2.2.0 --find-links https://download.openmmlab.com/mmcv/dist/cu121/torch2.4/index.html
|
| 21 |
pytorch3d @ https://dl.fbaipublicfiles.com/pytorch3d/packaging/wheels/py310_cu121_pyt241/pytorch3d-0.7.8-cp310-cp310-linux_x86_64.whl
|
| 22 |
+
smplx
|