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import struct
from collections import defaultdict
from typing import Optional, Tuple
import numpy as np
import trimesh
from PIL import Image
# =========================
# 你只需要改这里
# =========================
# INPUT_GLB = "/mnt/pfs/users/huangzehuan/projects/SegviGen/examples/trellis2_output.glb"
# UID = "demonic_warrior_red_bronze_armor"
# UID = "playful_pose_white_top_portrait"
# UID = "african_inspired_metallic_silver_ensemble_with_headwrap"
# UID = "cyberpunk_bowser_motorcycle"
# UID = "crimson_battle_mecha_with_spikes"
UID = "black_lace_lingerie_ensemble"
INPUT_GLB = (
f"/mnt/pfs/users/maxueqi/studio/datasets/dense_mesh/segvigen_bak/{UID}/output.glb"
)
# 只用 RGB(忽略透明度/alpha)
COLOR_QUANT_STEP = 16 # RGB 量化步长:0/4/8/16(越大越“合并”)
PALETTE_SAMPLE_PIXELS = 2_000_000
PALETTE_MIN_PIXELS = 500 # 少于该像素数的颜色当噪声丢掉(边界抗锯齿中间色)
PALETTE_MAX_COLORS = 256 # 最多保留多少个主颜色
PALETTE_MERGE_DIST = 32 # ✅ 合并 palette 内近似颜色(解决“看着同色却拆两块”)
SAMPLES_PER_FACE = 4 # 1 或 4(推荐 4,能明显减少边界采样误差)
FLIP_V = True # glTF 常见需要 flip V
UV_WRAP_REPEAT = True # True: repeat (mod 1);False: clamp 到 [0,1]
MIN_FACES_PER_PART = 50
BAKE_TRANSFORMS = True
DEBUG_PRINT = True
# =========================
CHUNK_TYPE_JSON = 0x4E4F534A # b'JSON'
CHUNK_TYPE_BIN = 0x004E4942 # b'BIN\0'
def _default_out_path(in_path: str) -> str:
root, ext = os.path.splitext(in_path)
if ext.lower() not in [".glb", ".gltf"]:
ext = ".glb"
return f"{root}_seg.glb"
def _quantize_rgb(rgb: np.ndarray, step: int) -> np.ndarray:
"""
rgb: (...,3) uint8
"""
if step is None or step <= 0:
return rgb
q = (rgb.astype(np.int32) + step // 2) // step * step
q = np.clip(q, 0, 255).astype(np.uint8)
return q
def _load_glb_json_and_bin(glb_path: str) -> Tuple[dict, bytes]:
data = open(glb_path, "rb").read()
if len(data) < 12:
raise RuntimeError("Invalid GLB: too small")
magic, version, length = struct.unpack_from("<4sII", data, 0)
if magic != b"glTF":
raise RuntimeError("Not a GLB file (missing glTF header)")
offset = 12
gltf_json = None
bin_chunk = None
while offset + 8 <= len(data):
chunk_len, chunk_type = struct.unpack_from("<II", data, offset)
offset += 8
chunk_data = data[offset : offset + chunk_len]
offset += chunk_len
if chunk_type == CHUNK_TYPE_JSON:
gltf_json = chunk_data.decode("utf-8", errors="replace")
elif chunk_type == CHUNK_TYPE_BIN:
bin_chunk = chunk_data
if gltf_json is None:
raise RuntimeError("GLB missing JSON chunk")
if bin_chunk is None:
raise RuntimeError("GLB missing BIN chunk")
import json
return json.loads(gltf_json), bin_chunk
def _extract_basecolor_texture_image(glb_path: str) -> np.ndarray:
"""
从 GLB 内嵌资源里拿 baseColorTexture 的 PNG/JPG,返回 (H,W,4) uint8 RGBA
"""
gltf, bin_chunk = _load_glb_json_and_bin(glb_path)
materials = gltf.get("materials", [])
textures = gltf.get("textures", [])
images = gltf.get("images", [])
buffer_views = gltf.get("bufferViews", [])
if not materials:
raise RuntimeError("No materials in GLB")
# 这里按 material[0] 取 baseColorTexture(你的 glb 只有一个材质/primitive)
pbr = materials[0].get("pbrMetallicRoughness", {})
base_tex_index = pbr.get("baseColorTexture", {}).get("index", None)
if base_tex_index is None:
raise RuntimeError("Material has no baseColorTexture")
if base_tex_index >= len(textures):
raise RuntimeError("baseColorTexture index out of range")
tex = textures[base_tex_index]
img_index = tex.get("source", None)
if img_index is None or img_index >= len(images):
raise RuntimeError("Texture has no valid image source")
img_info = images[img_index]
bv_index = img_info.get("bufferView", None)
mime = img_info.get("mimeType", None)
if bv_index is None:
uri = img_info.get("uri", None)
raise RuntimeError(f"Image is not embedded (bufferView missing). uri={uri}")
if bv_index >= len(buffer_views):
raise RuntimeError("image.bufferView out of range")
bv = buffer_views[bv_index]
bo = int(bv.get("byteOffset", 0))
bl = int(bv.get("byteLength", 0))
img_bytes = bin_chunk[bo : bo + bl]
if DEBUG_PRINT:
print(
f"[Texture] baseColorTextureIndex={base_tex_index}, imageIndex={img_index}, "
f"bufferView={bv_index}, mime={mime}, bytes={len(img_bytes)}"
)
pil = Image.open(trimesh.util.wrap_as_stream(img_bytes)).convert("RGBA")
return np.array(pil, dtype=np.uint8)
def _merge_palette_rgb(
palette_rgb: np.ndarray, counts: np.ndarray, merge_dist: float
) -> np.ndarray:
"""
对 palette 内 RGB 做“近似合并”,用 counts 作为权重更新中心。
palette_rgb: (K,3) uint8
counts: (K,) int
"""
if palette_rgb is None or len(palette_rgb) == 0:
return palette_rgb
if merge_dist is None or merge_dist <= 0:
return palette_rgb
rgb = palette_rgb.astype(np.float32)
counts = counts.astype(np.int64)
order = np.argsort(-counts)
centers = []
center_w = []
thr2 = float(merge_dist) * float(merge_dist)
for idx in order:
x = rgb[idx]
w = int(counts[idx])
if not centers:
centers.append(x.copy())
center_w.append(w)
continue
C = np.stack(centers, axis=0) # (M,3)
d2 = np.sum((C - x[None, :]) ** 2, axis=1)
k = int(np.argmin(d2))
if float(d2[k]) <= thr2:
cw = center_w[k]
centers[k] = (centers[k] * cw + x * w) / (cw + w)
center_w[k] = cw + w
else:
centers.append(x.copy())
center_w.append(w)
merged = np.clip(np.rint(np.stack(centers, axis=0)), 0, 255).astype(np.uint8)
if DEBUG_PRINT:
print(
f"[PaletteMerge] before={len(palette_rgb)} after={len(merged)} merge_dist={merge_dist}"
)
return merged
def _build_palette_rgb(tex_rgba: np.ndarray) -> np.ndarray:
"""
从贴图中提取 RGB 主颜色调色板(忽略 alpha)。
返回: (K,3) uint8
"""
rgb = tex_rgba[:, :, :3].reshape(-1, 3)
n = rgb.shape[0]
if n > PALETTE_SAMPLE_PIXELS:
rng = np.random.default_rng(0)
idx = rng.choice(n, size=PALETTE_SAMPLE_PIXELS, replace=False)
rgb = rgb[idx]
rgb = _quantize_rgb(rgb, COLOR_QUANT_STEP)
uniq, counts = np.unique(rgb, axis=0, return_counts=True)
order = np.argsort(-counts)
uniq = uniq[order]
counts = counts[order]
keep = counts >= PALETTE_MIN_PIXELS
uniq = uniq[keep]
counts = counts[keep]
if len(uniq) > PALETTE_MAX_COLORS:
uniq = uniq[:PALETTE_MAX_COLORS]
counts = counts[:PALETTE_MAX_COLORS]
if DEBUG_PRINT:
print(
f"[Palette] quant_step={COLOR_QUANT_STEP} palette_size(before_merge)={len(uniq)} "
f"min_pixels={PALETTE_MIN_PIXELS}"
)
for i in range(min(15, len(uniq))):
r, g, b = [int(x) for x in uniq[i]]
print(f" {i:02d} rgb=({r},{g},{b}) count={int(counts[i])}")
uniq = _merge_palette_rgb(uniq.astype(np.uint8), counts, PALETTE_MERGE_DIST)
if DEBUG_PRINT:
print(f"[Palette] palette_size(after_merge)={len(uniq)}")
for i in range(min(15, len(uniq))):
r, g, b = [int(x) for x in uniq[i]]
print(f" {i:02d} rgb=({r},{g},{b})")
return uniq.astype(np.uint8)
def _unwrap_uv3_for_seam(uv3: np.ndarray) -> np.ndarray:
"""
uv3: (F,3,2). 若跨 seam(跨度>0.5),把小于0.5的一侧 +1,避免均值跑到另一边。
"""
out = uv3.copy()
for d in range(2):
v = out[:, :, d]
vmin = v.min(axis=1)
vmax = v.max(axis=1)
seam = (vmax - vmin) > 0.5
if np.any(seam):
vv = v[seam]
vv = np.where(vv < 0.5, vv + 1.0, vv)
out[seam, :, d] = vv
return out
def _barycentric_samples(uv3: np.ndarray, samples_per_face: int) -> np.ndarray:
"""
uv3: (F,3,2)
return: (F,S,2)
"""
uv3 = _unwrap_uv3_for_seam(uv3)
if samples_per_face == 1:
w = np.array([1 / 3, 1 / 3, 1 / 3], dtype=np.float32)
uvs = uv3[:, 0, :] * w[0] + uv3[:, 1, :] * w[1] + uv3[:, 2, :] * w[2]
return uvs[:, None, :]
# 4 个点:中心 + 三个靠近顶点的内点(尽量远离边界抗锯齿带)
ws = np.array(
[
[1 / 3, 1 / 3, 1 / 3],
[0.80, 0.10, 0.10],
[0.10, 0.80, 0.10],
[0.10, 0.10, 0.80],
],
dtype=np.float32,
)
uvs = (
uv3[:, None, 0, :] * ws[None, :, 0, None]
+ uv3[:, None, 1, :] * ws[None, :, 1, None]
+ uv3[:, None, 2, :] * ws[None, :, 2, None]
)
return uvs
def _wrap_or_clamp_uv(uv: np.ndarray) -> np.ndarray:
if UV_WRAP_REPEAT:
return np.mod(uv, 1.0)
return np.clip(uv, 0.0, 1.0)
def _sample_texture_nearest_rgb(tex_rgba: np.ndarray, uv: np.ndarray) -> np.ndarray:
"""
tex_rgba: (H,W,4) uint8
uv: (N,2) float
return: (N,3) uint8
"""
h, w = tex_rgba.shape[0], tex_rgba.shape[1]
uv = _wrap_or_clamp_uv(uv)
u = uv[:, 0]
v = uv[:, 1]
if FLIP_V:
v = 1.0 - v
x = np.rint(u * (w - 1)).astype(np.int32)
y = np.rint(v * (h - 1)).astype(np.int32)
x = np.clip(x, 0, w - 1)
y = np.clip(y, 0, h - 1)
return tex_rgba[y, x, :3].astype(np.uint8)
def _map_to_palette_rgb(
colors_rgb: np.ndarray, palette_rgb: np.ndarray, chunk: int = 20000
) -> Tuple[np.ndarray, np.ndarray]:
"""
把采样到的 RGB 映射到最近的 palette RGB.
如果 palette 为空,则用 colors_rgb 的 unique 作为“临时 palette”.
返回:
labels: (N,) int
used_palette_rgb: (K,3) uint8
"""
if palette_rgb is None or len(palette_rgb) == 0:
uniq, inv = np.unique(colors_rgb, axis=0, return_inverse=True)
return inv.astype(np.int32), uniq.astype(np.uint8)
c = colors_rgb.astype(np.float32)
p = palette_rgb.astype(np.float32)
out = np.empty((c.shape[0],), dtype=np.int32)
for i in range(0, c.shape[0], chunk):
cc = c[i : i + chunk]
d2 = ((cc[:, None, :] - p[None, :, :]) ** 2).sum(axis=2)
out[i : i + chunk] = np.argmin(d2, axis=1).astype(np.int32)
return out, palette_rgb
def _face_labels_from_texture_rgb(
mesh: trimesh.Trimesh,
tex_rgba: np.ndarray,
palette_rgb: np.ndarray,
) -> Optional[Tuple[np.ndarray, np.ndarray]]:
"""
用 TEXCOORD_0 + baseColorTexture,为每个 face 采样 RGB,并映射到 palette label。
返回:
face_label: (F,) int
label_rgb: (K,3) uint8
"""
uv = getattr(mesh.visual, "uv", None)
if uv is None:
return None
uv = np.asarray(uv, dtype=np.float32)
if uv.ndim != 2 or uv.shape[1] != 2 or uv.shape[0] != len(mesh.vertices):
return None
faces = mesh.faces
uv3 = uv[faces] # (F,3,2)
uvs = _barycentric_samples(uv3, SAMPLES_PER_FACE) # (F,S,2)
F, S = uvs.shape[0], uvs.shape[1]
flat_uv = uvs.reshape(-1, 2)
sampled_rgb = _sample_texture_nearest_rgb(tex_rgba, flat_uv) # (F*S,3)
sampled_rgb = _quantize_rgb(sampled_rgb, COLOR_QUANT_STEP)
sample_label, used_palette = _map_to_palette_rgb(sampled_rgb, palette_rgb)
sample_label = sample_label.reshape(F, S)
if S == 1:
return sample_label[:, 0].astype(np.int32), used_palette
# 4 票投票(向量化)
l0, l1, l2, l3 = (
sample_label[:, 0],
sample_label[:, 1],
sample_label[:, 2],
sample_label[:, 3],
)
c0 = 1 + (l0 == l1) + (l0 == l2) + (l0 == l3)
c1 = 1 + (l1 == l0) + (l1 == l2) + (l1 == l3)
c2 = 1 + (l2 == l0) + (l2 == l1) + (l2 == l3)
c3 = 1 + (l3 == l0) + (l3 == l1) + (l3 == l2)
counts = np.stack([c0, c1, c2, c3], axis=1) # (F,4)
vals = np.stack([l0, l1, l2, l3], axis=1) # (F,4)
best = vals[np.arange(F), np.argmax(counts, axis=1)]
return best.astype(np.int32), used_palette
# =========================
# 拓扑纠错
# =========================
import numpy as np
import trimesh
from scipy.sparse import coo_matrix
from scipy.sparse.csgraph import connected_components
def _get_physical_face_adjacency(mesh: trimesh.Trimesh) -> np.ndarray:
"""
忽略 UV 接缝,计算纯物理空间上的面片相邻关系。
"""
# 1. 四舍五入顶点坐标(处理浮点数微小误差),找出空间中真正唯一的物理顶点
v_rounded = np.round(mesh.vertices, decimals=3)
v_unique, inv_indices = np.unique(v_rounded, axis=0, return_inverse=True)
# 2. 将原本的面片索引,映射到这些“唯一物理顶点”上
# 这样,跨越 UV 接缝的面片,此时它们引用的顶点索引就变成一样的了
physical_faces = inv_indices[mesh.faces]
# 3. 创建一个临时的“影子网格”(process=False 极其重要,防止 trimesh 内部重排面片)
tmp_mesh = trimesh.Trimesh(vertices=v_unique, faces=physical_faces, process=False)
# 返回影子网格的物理相邻边
return tmp_mesh.face_adjacency
def smooth_face_labels_by_topology(
mesh: trimesh.Trimesh, face_label: np.ndarray, min_faces: int = 50
) -> np.ndarray:
"""
通过真实的 3D 物理拓扑关系过滤飞点,跨越 UV 接缝合并色块。
Phase 1: 在同色连通图上,把挨着大块的小块吞并到大块中。
Phase 2: 对残留小块(邻居全是小块),回退到全物理邻接,
按物理邻居中的多数 label 吞并。
Phase 3: 对完全孤立的面片(无物理邻接边),按面片质心距离
找最近的非孤立面片,继承其 label。
"""
labels = face_label.copy()
edges = _get_physical_face_adjacency(mesh)
F = len(mesh.faces)
# ---- Phase 1: 同色连通域平滑 ----
for iteration in range(3):
same_label = labels[edges[:, 0]] == labels[edges[:, 1]]
sub_edges = edges[same_label]
if len(sub_edges) > 0:
data = np.ones(len(sub_edges), dtype=bool)
graph = coo_matrix((data, (sub_edges[:, 0], sub_edges[:, 1])), shape=(F, F))
graph = graph.maximum(graph.T)
n_components, comp_labels = connected_components(graph, directed=False)
else:
n_components = F
comp_labels = np.arange(F)
comp_sizes = np.bincount(comp_labels, minlength=n_components)
small_comps = np.where(comp_sizes < min_faces)[0]
if len(small_comps) == 0:
break
is_small = np.isin(comp_labels, small_comps)
mask0 = is_small[edges[:, 0]]
mask1 = is_small[edges[:, 1]]
boundary_edges_0 = edges[mask0 & ~mask1]
boundary_edges_1 = edges[mask1 & ~mask0]
b_inner = np.concatenate([boundary_edges_0[:, 0], boundary_edges_1[:, 1]])
b_outer = np.concatenate([boundary_edges_0[:, 1], boundary_edges_1[:, 0]])
if len(b_inner) == 0:
break
outer_labels = labels[b_outer]
inner_comps = comp_labels[b_inner]
for cid in np.unique(inner_comps):
cid_mask = inner_comps == cid
surrounding_labels = outer_labels[cid_mask]
if len(surrounding_labels) > 0:
best_label = np.bincount(surrounding_labels).argmax()
labels[comp_labels == cid] = best_label
# ---- Phase 2: 用全物理邻接处理残留小块 ----
# 重新计算同色连通域,找出还残留的小块
same_label = labels[edges[:, 0]] == labels[edges[:, 1]]
sub_edges = edges[same_label]
if len(sub_edges) > 0:
data = np.ones(len(sub_edges), dtype=bool)
graph = coo_matrix((data, (sub_edges[:, 0], sub_edges[:, 1])), shape=(F, F))
graph = graph.maximum(graph.T)
n_components, comp_labels = connected_components(graph, directed=False)
else:
n_components = F
comp_labels = np.arange(F)
comp_sizes = np.bincount(comp_labels, minlength=n_components)
small_comps_set = set(np.where(comp_sizes < min_faces)[0])
if small_comps_set:
is_small = np.array([comp_labels[i] in small_comps_set for i in range(F)])
# 构建全物理邻接查找表: face -> set of neighbor faces
adj = defaultdict(set)
for e0, e1 in edges:
adj[int(e0)].add(int(e1))
adj[int(e1)].add(int(e0))
# 迭代:每轮让小块面片从物理邻居(忽略颜色)中投票取多数 label
for _ in range(3):
changed = False
small_comps_now = set(
int(c)
for c in range(n_components)
if comp_sizes[c] < min_faces and c in small_comps_set
)
if not small_comps_now:
break
for cid in small_comps_now:
cid_faces = np.where(comp_labels == cid)[0]
# 收集所有物理邻居中不属于本连通域的面片的 label
neighbor_labels = []
for fi in cid_faces:
for nf in adj[int(fi)]:
if comp_labels[nf] != cid:
neighbor_labels.append(labels[nf])
if len(neighbor_labels) > 0:
best_label = int(np.bincount(neighbor_labels).argmax())
labels[cid_faces] = best_label
changed = True
if not changed:
break
# 重新计算连通域
same_label = labels[edges[:, 0]] == labels[edges[:, 1]]
sub_edges = edges[same_label]
if len(sub_edges) > 0:
data = np.ones(len(sub_edges), dtype=bool)
graph = coo_matrix(
(data, (sub_edges[:, 0], sub_edges[:, 1])), shape=(F, F)
)
graph = graph.maximum(graph.T)
n_components, comp_labels = connected_components(graph, directed=False)
else:
n_components = F
comp_labels = np.arange(F)
comp_sizes = np.bincount(comp_labels, minlength=n_components)
small_comps_set = set(np.where(comp_sizes < min_faces)[0])
# ---- Phase 3: 完全孤立面片(无物理邻接边),按质心距离继承 label ----
same_label = labels[edges[:, 0]] == labels[edges[:, 1]]
sub_edges = edges[same_label]
if len(sub_edges) > 0:
data = np.ones(len(sub_edges), dtype=bool)
graph = coo_matrix((data, (sub_edges[:, 0], sub_edges[:, 1])), shape=(F, F))
graph = graph.maximum(graph.T)
_, comp_labels = connected_components(graph, directed=False)
else:
comp_labels = np.arange(F)
comp_sizes = np.bincount(comp_labels)
orphan_comps = set(np.where(comp_sizes < min_faces)[0])
if orphan_comps:
orphan_mask = np.array([comp_labels[i] in orphan_comps for i in range(F)])
non_orphan_mask = ~orphan_mask
if non_orphan_mask.any() and orphan_mask.any():
centroids = mesh.triangles_center
orphan_indices = np.where(orphan_mask)[0]
non_orphan_indices = np.where(non_orphan_mask)[0]
non_orphan_centroids = centroids[non_orphan_indices]
for oi in orphan_indices:
dists = np.linalg.norm(non_orphan_centroids - centroids[oi], axis=1)
nearest = non_orphan_indices[np.argmin(dists)]
labels[oi] = labels[nearest]
if DEBUG_PRINT:
n_orphan = int(orphan_mask.sum())
print(f" [Phase3] Assigned {n_orphan} orphan faces by centroid proximity")
return labels
# =========================
# 分割主函数
# =========================
# def split_glb_by_texture_palette_rgb(
# in_glb_path: str,
# out_glb_path: Optional[str] = None,
# min_faces_per_part: int = 1,
# bake_transforms: bool = True,
# ) -> str:
# """
# 输入:glb(无 COLOR_0,但有 baseColorTexture + TEXCOORD_0)
# 输出:先从贴图提取 RGB 主色 palette(忽略 alpha),再按 palette label 分割
# """
# if out_glb_path is None:
# out_glb_path = _default_out_path(in_glb_path)
# tex_rgba = _extract_basecolor_texture_image(in_glb_path)
# palette_rgb = _build_palette_rgb(tex_rgba)
# scene = trimesh.load(in_glb_path, force="scene", process=False)
# out_scene = trimesh.Scene()
# part_count = 0
# base = os.path.splitext(os.path.basename(in_glb_path))[0]
# for node_name in scene.graph.nodes_geometry:
# geom_name = scene.graph[node_name][1]
# if geom_name is None:
# continue
# geom = scene.geometry.get(geom_name, None)
# if geom is None or not isinstance(geom, trimesh.Trimesh):
# continue
# mesh = geom.copy()
# if bake_transforms:
# T, _ = scene.graph.get(node_name)
# if T is not None:
# mesh.apply_transform(T)
# res = _face_labels_from_texture_rgb(mesh, tex_rgba, palette_rgb)
# if res is None:
# if DEBUG_PRINT:
# print(f"[{node_name}] no uv / cannot sample -> keep orig")
# out_scene.add_geometry(mesh, geom_name=f"{base}__{node_name}__orig")
# continue
# face_label, label_rgb = res
# # =========================
# # 🔥 新增调用:进行拓扑纠错,合并飞点
# # =========================
# face_label = smooth_face_labels_by_topology(mesh, face_label, min_faces=100)
# if DEBUG_PRINT:
# uniq_labels, cnts = np.unique(face_label, return_counts=True)
# order = np.argsort(-cnts)
# print(
# f"[{node_name}] faces={len(mesh.faces)} labels_used={len(uniq_labels)} palette_size={len(label_rgb)}"
# )
# for i in order[:10]:
# lab = int(uniq_labels[i])
# r, g, b = (
# [int(x) for x in label_rgb[lab]]
# if 0 <= lab < len(label_rgb)
# else (0, 0, 0)
# )
# print(f" label={lab} rgb=({r},{g},{b}) faces={int(cnts[i])}")
# groups = defaultdict(list)
# for fi, lab in enumerate(face_label):
# groups[int(lab)].append(fi)
# for lab, face_ids in groups.items():
# if len(face_ids) < min_faces_per_part:
# continue
# sub = mesh.submesh(
# [np.array(face_ids, dtype=np.int64)], append=True, repair=False
# )
# if sub is None:
# continue
# if isinstance(sub, (list, tuple)):
# if not sub:
# continue
# sub = sub[0]
# if 0 <= lab < len(label_rgb):
# r, g, b = [int(x) for x in label_rgb[lab]]
# part_name = f"{base}__{node_name}__label_{lab}__rgb_{r}_{g}_{b}"
# else:
# part_name = f"{base}__{node_name}__label_{lab}"
# out_scene.add_geometry(sub, geom_name=part_name)
# part_count += 1
# if part_count == 0:
# if DEBUG_PRINT:
# print("[INFO] part_count==0, fallback to original scene export.")
# out_scene = scene
# out_scene.export(out_glb_path)
# return out_glb_path
def split_glb_by_texture_palette_rgb(
in_glb_path: str,
out_glb_path: Optional[str] = None,
min_faces_per_part: int = 1,
bake_transforms: bool = True,
color_quant_step: int = 16,
palette_sample_pixels: int = 2_000_000,
palette_min_pixels: int = 500,
palette_max_colors: int = 256,
palette_merge_dist: int = 32,
samples_per_face: int = 4,
flip_v: bool = True,
uv_wrap_repeat: bool = True,
transition_conf_thresh: float = 1.0,
transition_prop_iters: int = 6,
transition_neighbor_min: int = 1,
small_component_action: str = "reassign",
small_component_min_faces: int = 50,
postprocess_iters: int = 3,
debug_print: bool = True,
) -> str:
"""
Input: GLB (no COLOR_0, but with baseColorTexture + TEXCOORD_0)
Output: Split based on palette labels derived from baseColorTexture
"""
if out_glb_path is None:
out_glb_path = _default_out_path(in_glb_path)
tex_rgba = _extract_basecolor_texture_image(in_glb_path)
palette_rgb = _build_palette_rgb(tex_rgba)
scene = trimesh.load(in_glb_path, force="scene", process=False)
out_scene = trimesh.Scene()
part_count = 0
base = os.path.splitext(os.path.basename(in_glb_path))[0]
for node_name in scene.graph.nodes_geometry:
geom_name = scene.graph[node_name][1]
if geom_name is None:
continue
geom = scene.geometry.get(geom_name, None)
if geom is None or not isinstance(geom, trimesh.Trimesh):
continue
mesh = geom.copy()
if bake_transforms:
T, _ = scene.graph.get(node_name)
if T is not None:
mesh.apply_transform(T)
res = _face_labels_from_texture_rgb(mesh, tex_rgba, palette_rgb)
if res is None:
if debug_print:
print(f"[{node_name}] no uv / cannot sample -> keep orig")
out_scene.add_geometry(mesh, geom_name=f"{base}__{node_name}__orig")
continue
face_label, label_rgb = res
# =========================
# 🔥 New: Apply topology correction to merge small disconnected components
# =========================
face_label = smooth_face_labels_by_topology(mesh, face_label, min_faces=100)
if debug_print:
uniq_labels, cnts = np.unique(face_label, return_counts=True)
order = np.argsort(-cnts)
print(
f"[{node_name}] faces={len(mesh.faces)} labels_used={len(uniq_labels)} palette_size={len(label_rgb)}"
)
for i in order[:10]:
lab = int(uniq_labels[i])
r, g, b = (
[int(x) for x in label_rgb[lab]]
if 0 <= lab < len(label_rgb)
else (0, 0, 0)
)
print(f" label={lab} rgb=({r},{g},{b}) faces={int(cnts[i])}")
groups = defaultdict(list)
for fi, lab in enumerate(face_label):
groups[int(lab)].append(fi)
for lab, face_ids in groups.items():
if len(face_ids) < min_faces_per_part:
continue
sub = mesh.submesh([np.array(face_ids, dtype=np.int64)], append=True, repair=False)
if sub is None:
continue
if isinstance(sub, (list, tuple)):
if not sub:
continue
sub = sub[0]
if 0 <= lab < len(label_rgb):
r, g, b = [int(x) for x in label_rgb[lab]]
part_name = f"{base}__{node_name}__label_{lab}__rgb_{r}_{g}_{b}"
else:
part_name = f"{base}__{node_name}__label_{lab}"
out_scene.add_geometry(sub, geom_name=part_name)
part_count += 1
if part_count == 0:
if debug_print:
print("[INFO] part_count==0, fallback to original scene export.")
out_scene = scene
out_scene.export(out_glb_path)
return out_glb_path
def main():
out_path = split_glb_by_texture_palette_rgb(
INPUT_GLB,
out_glb_path=None,
min_faces_per_part=MIN_FACES_PER_PART,
bake_transforms=BAKE_TRANSFORMS,
)
print("Done. Exported:", out_path)
if __name__ == "__main__":
main()
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