gnm / app.py
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Add direct-manipulation UI: drag on the 3D head to drive the controls (#1)
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"""Reactive Gradio demo for the GNM (Generative aNthropometric Model) head model.
Replicates the interactive slider demo from
`gnm/shape/demos/gnm_head_demo.ipynb` in the upstream repo
(https://github.com/google/GNM). Moving any slider re-evaluates the GNM
mesh-generating function and updates a live 3D viewer.
GNM Head is a pure-NumPy parametric statistical model of the human head.
Evaluating it is a few matrix multiplies (~40 ms on CPU), so this Space runs
happily on `cpu-basic` with no GPU.
The 3D viewer is a small custom Three.js component (not `gr.Model3D`): the
scene, mesh and camera are created *once* and every slider change only streams
the new vertex positions, which are written straight into the existing
geometry's position buffer. The mesh therefore morphs in place — the glTF is
never reloaded/remounted, so the camera the user set is preserved and there is
no reload flicker.
"""
import csv
import json
import re
import sys
import numpy as np
# gr.Examples caches each example's outputs via Gradio's CSVLogger, which
# round-trips the cached values through csv.reader. Our cached output field is
# the flat mesh vertex array — a ~53k-float JSON string, far larger than
# Python's default csv field-size limit (131072 bytes). Raise the limit at
# startup (before any Examples caching runs) so csv.reader can parse it and
# clicking a cached example doesn't throw `_csv.Error: field larger than field
# limit`.
csv.field_size_limit(sys.maxsize)
import gradio as gr
from scipy.spatial.transform import Rotation
from gnm.shape import gnm_numpy
from gnm.shape.visualization import vertex_colors as vertex_colors_module
# Categorical / keyword expression sampling (mirrors the upstream GNM demo,
# gnm/shape/README.md#demo-1). `semantic_sampler.ExpressionSampler` is a small
# TensorFlow CVAE decoder that maps a named expression class (HAPPY, SURPRISE,
# WINK_LEFT, ...) to a full 383-dim expression-blendshape vector, and can blend
# several classes together. Loading is guarded so a TF/model-load hiccup only
# hides the preset control instead of taking the whole Space down.
try:
from gnm.shape import semantic_sampler as _semantic_sampler
_EXPR_SAMPLER = _semantic_sampler.ExpressionSampler()
_EXPRESSION_ENUM = _semantic_sampler.Expression
_SAMPLER_ERROR = ""
except Exception as _exc: # pragma: no cover - defensive
_semantic_sampler = None
_EXPR_SAMPLER = None
_EXPRESSION_ENUM = None
_SAMPLER_ERROR = repr(_exc)
# ---------------------------------------------------------------------------
# Load the GNM head model once at module scope (fast, CPU-only).
# ---------------------------------------------------------------------------
GNM = gnm_numpy.GNM.from_local(
version=gnm_numpy.GNMMajorVersion.V3,
variant=gnm_numpy.GNMVariant.HEAD,
)
# Mesh topology used by the upstream viewer: all triangles except the outer
# eye shells, so the irises/scleras are visible.
TRIANGLES = np.asarray(GNM.triangles_group("~eye_exteriors")).astype(np.int32)
# Per-vertex colors highlighting eyes, teeth, tongue (matches the notebook).
VERTEX_COLORS = vertex_colors_module.get_vertex_colors(gnm_np=GNM)
if "pupils" in GNM.vertex_group_names:
VERTEX_COLORS[GNM.vertex_group_indices("pupils")] = 0.0
VERTEX_COLORS = np.clip(VERTEX_COLORS, 0.0, 1.0)
NUM_VERTICES = VERTEX_COLORS.shape[0]
def _find_component_indices(names, region, suffix=r"_[0-9][0-9][0-9]"):
"""Indices of basis components whose name matches `<region><suffix>`."""
regex = re.compile(f"{region}{suffix}")
return [i for i, n in enumerate(names) if regex.match(n)]
# ---------------------------------------------------------------------------
# Which basis components each slider group controls (mirrors the notebook).
# ---------------------------------------------------------------------------
_id_names = list(GNM.identity_names)
_ex_names = list(GNM.expression_names)
IDENTITY_INDICES = _find_component_indices(_id_names, "head")[:10]
_tongue_mean = _find_component_indices(_ex_names, "tongue_mean", suffix="")
_tongue = _find_component_indices(_ex_names, "tongue")
_all_tongue = (_tongue_mean + _tongue)
# Each group's key is the region/feature it actually affects in the model.
# Names mirror the upstream `gnm_head_demo.ipynb`, which calls the
# `lower_face_region_*` components the "mouth" group (the notebook variable is
# literally `mouth_indices` and its docs list the exposed regions as
# "left eye, right eye, mouth").
EXPRESSION_GROUPS = {
"Left eye": _find_component_indices(_ex_names, "left_eye_region")[:3],
"Right eye": _find_component_indices(_ex_names, "right_eye_region")[:3],
"Mouth": _find_component_indices(_ex_names, "lower_face_region")[:7],
"Tongue": _all_tongue[:4],
"Pupil dilation": _find_component_indices(_ex_names, "pupils")[:1],
}
# Flat ordered list of expression indices exposed as sliders.
EXPRESSION_INDICES = [i for g in EXPRESSION_GROUPS.values() for i in g]
# Pose slider limits (degrees), as in the notebook. Labels name the actual
# rotation each axis produces on this Y-up / +Z-forward head:
# X rotation = pitch (nod up/down), Y = yaw (turn left/right),
# Z = roll (tilt sideways). Gaze rotates the eyeballs only.
POSE_LIMITS = {
"neck": {
"Pitch (nod)": 90,
"Yaw (turn)": 90,
"Roll (tilt)": 90,
},
"head": {
"Pitch (nod)": 45,
"Yaw (turn)": 45,
"Roll (tilt)": 15,
},
"gaze": {
"Pitch (up/down)": 25,
"Yaw (left/right)": 30,
"Vergence (cross-eye)": 10,
},
}
NUM_IDENTITY = len(IDENTITY_INDICES) # 10
NUM_EXPRESSION = len(EXPRESSION_INDICES) # 16
NUM_POSE = 9 # neck(3) + head(3) + gaze(3)
NUM_TRANSLATION = 3
TOTAL_SLIDERS = NUM_IDENTITY + NUM_EXPRESSION + NUM_POSE + NUM_TRANSLATION
# ---------------------------------------------------------------------------
# Direct-manipulation zones.
#
# The viewer lets you click-and-drag *on the head itself* to drive the sliders:
# grab the jaw and pull down to open the mouth, grab an eyeball to aim the
# gaze, grab the head shell to turn it, etc. To do that, every mesh vertex is
# tagged with an interaction "zone", and the viewer maps a drag over a zone to
# the matching slider change. The tags are derived from GNM's own semantic
# vertex groups (chin_region, left_orbital_region, left_eye, ...), so the
# mapping tracks the real anatomy of the model.
# ---------------------------------------------------------------------------
(
ZONE_HEAD, # 0 - skull / forehead / nose: rotate the head
ZONE_LEFT_EYE, # 1 - left lid+brow skin: open/close left eye
ZONE_RIGHT_EYE, # 2 - right lid+brow skin: open/close right eye
ZONE_LEFT_GAZE, # 3 - left eyeball: aim gaze
ZONE_RIGHT_GAZE, # 4 - right eyeball: aim gaze
ZONE_MOUTH_OPEN, # 5 - centre lips + chin: drag to open / close the jaw
ZONE_TONGUE, # 6 - tongue / teeth: push the tongue out
ZONE_MOUTH_SMILE, # 7 - lip corners: drag outward to smile / stretch
ZONE_EAR, # 8 - ears: drag to pull them in / out (free sculpt)
ZONE_CHEEK, # 9 - cheeks: drag to stretch the face (free sculpt)
) = range(10)
_zones = np.zeros(NUM_VERTICES, dtype=np.int16) # default: ZONE_HEAD
# Neutral vertex positions, for splitting the mouth into centre (open) vs
# corner (smile) sub-zones by x-coordinate.
_NEUTRAL = np.asarray(GNM(None, None, None, None))
def _tag_zone(regions, zone):
"""Tag every vertex of the named GNM vertex groups with `zone`."""
for r in regions:
if r in GNM.vertex_group_names:
_zones[np.asarray(GNM.vertex_group_indices(r))] = zone
# Applied low-priority first; later tags win where regions overlap. Eyeballs
# (gaze) are tagged last so grabbing the eye always aims it rather than blinks.
_tag_zone(
["upper_lip", "lower_lip", "mouth_sock",
"upper_lip_region", "lower_lip_region", "chin_region"],
ZONE_MOUTH_OPEN,
)
_tag_zone(["tongue", "gums", "teeth"], ZONE_TONGUE)
_tag_zone(
["left_brow_region", "left_orbital_region", "left_infraorbital_region"],
ZONE_LEFT_EYE,
)
_tag_zone(
["right_brow_region", "right_orbital_region", "right_infraorbital_region"],
ZONE_RIGHT_EYE,
)
_tag_zone(["left_eye"], ZONE_LEFT_GAZE)
_tag_zone(["right_eye"], ZONE_RIGHT_GAZE)
# Ears and cheeks are free-sculpt handles (drag to reshape geometrically).
_tag_zone(["ears"], ZONE_EAR)
_tag_zone(
["left_cheek_region", "right_cheek_region",
"left_zygomatic_region", "right_zygomatic_region"],
ZONE_CHEEK,
)
# Split the mouth: lip vertices near the corners (|x| beyond ~half the mouth
# half-width) become the SMILE zone; the central lips + chin stay OPEN. This
# gives two separately-highlighted mouth areas that each do one thing.
_lip_groups = ["upper_lip", "lower_lip", "upper_lip_region", "lower_lip_region"]
_lip_idx = np.unique(np.concatenate(
[np.asarray(GNM.vertex_group_indices(g)) for g in _lip_groups
if g in GNM.vertex_group_names]
))
_corner_x = 0.6 * np.abs(_NEUTRAL[_lip_idx, 0]).max() # corner threshold
_corner_verts = _lip_idx[np.abs(_NEUTRAL[_lip_idx, 0]) >= _corner_x]
_zones[_corner_verts] = ZONE_MOUTH_SMILE
ZONES_JSON = json.dumps(_zones.tolist(), separators=(",", ":"))
# Start offset of each slider group within its category's flat slider list
# (the assembled slider lists are in this canonical order).
_EXPR_SLOT_START = {}
_c = 0
for _name, _g in EXPRESSION_GROUPS.items():
_EXPR_SLOT_START[_name] = _c
_c += len(_g)
_POSE_SLOT_START = {}
_c = 0
for _joint, _lim in POSE_LIMITS.items():
_POSE_SLOT_START[_joint] = _c
_c += len(_lim)
# Which specific slider each drag gesture drives, addressed by the registry
# key baked into that slider (see `_vslider`). Measured directions on this
# model (see the calibration in the module docstring / presets):
# mouth slot 0 (lower_face_region_000): +raises/closes, -drops jaw open
# left/right eye slot 0: + raises brow / widens, - lowers / closes
# tongue slot +1 (tongue_000): + pushes the tongue forward/out
# head pose: pitch = nod, yaw = turn; gaze pose: pitch/yaw aim the eyes
VIEWER_CFG = {
"leftEyeKey": f"ex_{_EXPR_SLOT_START['Left eye']}",
"rightEyeKey": f"ex_{_EXPR_SLOT_START['Right eye']}",
"mouthKey": f"ex_{_EXPR_SLOT_START['Mouth']}",
# lower_face_region_001: negative widens + lifts the mouth corners (smile /
# stretch), positive puckers. Horizontal mouth drags map to this.
"smileKey": f"ex_{_EXPR_SLOT_START['Mouth'] + 1}",
"tongueKey": f"ex_{_EXPR_SLOT_START['Tongue'] + 1}",
"headPitchKey": f"pose_{_POSE_SLOT_START['head'] + 0}",
"headYawKey": f"pose_{_POSE_SLOT_START['head'] + 1}",
"gazePitchKey": f"pose_{_POSE_SLOT_START['gaze'] + 0}",
"gazeYawKey": f"pose_{_POSE_SLOT_START['gaze'] + 1}",
"txKey": "tr_0",
"tyKey": "tr_1",
}
VIEWER_CFG_JSON = json.dumps(VIEWER_CFG, separators=(",", ":"))
# ---------------------------------------------------------------------------
# Parameter assembly + mesh generation.
# ---------------------------------------------------------------------------
def _build_rotations(pose_vals):
"""Port of the notebook's pose->axis-angle conversion.
pose_vals is a flat list of 9 degrees:
[neck X,Y,Z, head X,Y,Z, gaze X, gaze Y, gaze Vergence].
"""
neck = pose_vals[0:3]
head = pose_vals[3:6]
gaze_x, gaze_y, verg = pose_vals[6:9]
rotations_euler = np.zeros((GNM.num_joints, 3))
# Joint 0 = neck, joint 1 = head.
rotations_euler[0] = np.radians(neck)
rotations_euler[1] = np.radians(head)
# Both eyes (joints 2, 3) share gaze X/Y; vergence splits them apart.
rotations_euler[2, 0] = np.radians(gaze_x)
rotations_euler[3, 0] = np.radians(gaze_x)
rotations_euler[2, 1] = np.radians(gaze_y) + np.radians(verg)
rotations_euler[3, 1] = np.radians(gaze_y) - np.radians(verg)
return np.array(
[Rotation.from_euler("XYZ", r).as_rotvec() for r in rotations_euler]
)
def _compute_vertices(slider_values) -> np.ndarray:
"""Evaluate the GNM head from the flat slider vector -> (N, 3) vertices."""
vals = list(slider_values)
idx = 0
id_vals = vals[idx:idx + NUM_IDENTITY]; idx += NUM_IDENTITY
ex_vals = vals[idx:idx + NUM_EXPRESSION]; idx += NUM_EXPRESSION
pose_vals = vals[idx:idx + NUM_POSE]; idx += NUM_POSE
trans_vals = vals[idx:idx + NUM_TRANSLATION]
identity = np.zeros(GNM.identity_dim)
for i, v in zip(IDENTITY_INDICES, id_vals):
identity[i] = float(v)
expression = np.zeros(GNM.expression_dim)
for i, v in zip(EXPRESSION_INDICES, ex_vals):
expression[i] = float(v)
rotations = _build_rotations([float(v) for v in pose_vals])
translation = np.array([float(v) for v in trans_vals])
return np.asarray(GNM(identity, expression, rotations, translation))
def positions_json(*slider_values) -> str:
"""Return the GNM head vertices as a compact JSON list of floats.
Args:
slider_values: flat sequence of slider values in this order:
10 identity, 16 expression, 9 pose (degrees), 3 translation.
Returns:
JSON string ``[x0, y0, z0, x1, y1, z1, ...]`` (flat, one entry per
vertex coordinate). This is streamed to the Three.js viewer, which
writes it straight into the existing geometry buffer, morphing the
mesh in place with no reload.
"""
vertices = _compute_vertices(slider_values)
flat = np.round(vertices.reshape(-1), 5).tolist()
return json.dumps(flat, separators=(",", ":"))
# ---------------------------------------------------------------------------
# Sculpt (free-pull) — drag a point on the mesh to reshape the head.
#
# The bind-pose is linear in identity: vertex_v = template_v + Σ_k id_k · B[k,v]
# (B = vertex_identity_basis). So the Jacobian of the grabbed vertex w.r.t. the
# 10 exposed head-shape sliders is a constant (3, 10) matrix. Given a world-
# space drag `d` at vertex `vi`, we solve the (under-determined) least-squares
# `A·Δ ≈ d` for the smallest slider change Δ that moves that point toward the
# drag, add it to the sliders the drag started from, and clip to range. Because
# the basis is rich, the min-norm solution stays reasonably local (pulling an
# ear pokes the ear; pulling a cheek widens the face).
# ---------------------------------------------------------------------------
_ID_JAC = np.asarray(GNM.vertex_identity_basis)[IDENTITY_INDICES].astype(np.float64) # (10, V, 3)
# Gain for the sculpt gradient step (see sculpt_pull). Chosen so a moderate
# Alt-drag produces a clear but un-maxed reshape.
_SCULPT_GAIN = 6000.0
def sculpt_pull(payload, *slider_values):
"""Reshape the head by nudging the shape sliders toward a drag.
`payload` is a JSON string ``{"vi": int, "d": [dx,dy,dz], "base": [10]}``
set by the viewer during an Alt-drag: `vi` is the grabbed vertex, `d` the
cumulative world drag, `base` the identity slider values at drag start.
The 10 exposed identity modes are *global* head-shape PCA directions, so a
single point can't be pulled to an arbitrary place (that inverse is
ill-conditioned). Instead we take a bounded gradient step: move each shape
slider proportionally to how strongly it pushes the grabbed vertex along
the drag (``Δ_k = gain · B[k, vi] · d``). Well-covered regions (cheeks,
brow, jaw) respond strongly; areas the basis barely controls (nose tip)
move a little — it never blows up. Returns the new identity slider values.
"""
cur = [float(v) for v in slider_values[:NUM_IDENTITY]]
if not payload:
return cur
try:
p = json.loads(payload)
vi = int(p["vi"])
d = np.asarray(p["d"], dtype=np.float64).reshape(3)
base = np.asarray(p.get("base", cur), dtype=np.float64).reshape(-1)[:NUM_IDENTITY]
except Exception:
return cur
if not (0 <= vi < _ID_JAC.shape[1]):
return cur
step = _SCULPT_GAIN * (_ID_JAC[:, vi, :] @ d) # (10,) gradient of vertex·drag
new = np.clip(base + step, -3.0, 3.0)
new = np.round(new / 0.05) * 0.05 # snap to the slider step
return [float(x) for x in new]
# ---------------------------------------------------------------------------
# Categorical / keyword expression presets.
#
# Each entry in the `Expression` enum (SURPRISE, HAPPY, WINK_LEFT, ...) is a
# named expression the CVAE can sample. The sampler returns a full 383-dim
# expression vector; the Space only exposes 18 of those components as sliders
# (EXPRESSION_INDICES), so applying a preset reads the sampled vector at those
# 18 slots and sets the corresponding expression sliders. Identity, pose and
# translation are left untouched, and because we write into the very same
# slider components, manual per-slider tweaking keeps working afterwards.
# ---------------------------------------------------------------------------
def _pretty_expr_name(name: str) -> str:
"""`WINK_LEFT` -> `Wink Left` for a friendly dropdown label."""
return name.replace("_", " ").title()
if _EXPRESSION_ENUM is not None:
# Ordered list of (display label, enum member) for the dropdown.
EXPRESSION_PRESETS = [
(_pretty_expr_name(m.name), m) for m in _EXPRESSION_ENUM
]
_LABEL_TO_EXPR = {label: member for label, member in EXPRESSION_PRESETS}
EXPRESSION_PRESET_LABELS = [label for label, _ in EXPRESSION_PRESETS]
else:
EXPRESSION_PRESETS = []
_LABEL_TO_EXPR = {}
EXPRESSION_PRESET_LABELS = []
def _sample_expression_vector(labels):
"""Return a full 383-dim expression vector for the selected preset label(s).
A single label is sampled directly; multiple labels are blended with equal
weight (mirrors the reference demo's `blend_expressions`). Sampling is
stochastic (a fresh latent draw each call), exactly like the upstream demo.
"""
members = [_LABEL_TO_EXPR[l] for l in labels if l in _LABEL_TO_EXPR]
if not members or _EXPR_SAMPLER is None:
return None
if len(members) == 1:
vec = _EXPR_SAMPLER.sample_expression(members[0], num_samples=1)[0]
else:
vec = _EXPR_SAMPLER.blend_expressions({m: 1.0 for m in members})
return np.asarray(vec).reshape(-1)
def apply_expression_preset(labels, strength, *slider_values):
"""Set/blend the expression sliders toward a named keyword expression.
Args:
labels: selected preset label(s) from the dropdown (str or list). One
label is sampled; several are blended together.
strength: 0..1 blend factor. The expression sliders move from their
current values toward the sampled target by this fraction
(1.0 = snap fully to the preset, 0.0 = no change), so a preset
adjusts the face toward the expression without locking the sliders.
slider_values: the full current slider vector (identity, expression,
pose, translation) — used to read the current expression values so
the blend starts from wherever the user currently is.
Returns:
A list of the new expression slider values (one per exposed expression
component). Only the expression sliders are updated.
"""
if isinstance(labels, str):
labels = [labels] if labels else []
labels = list(labels or [])
# Current expression slider values (the expression block of all_sliders).
cur = [
float(v)
for v in slider_values[NUM_IDENTITY:NUM_IDENTITY + NUM_EXPRESSION]
]
vec = _sample_expression_vector(labels)
if vec is None:
# Nothing selected (or sampler unavailable): leave sliders unchanged.
return cur
target = [float(vec[i]) for i in EXPRESSION_INDICES]
s = float(strength)
blended = [
max(-3.0, min(3.0, c + s * (t - c))) for c, t in zip(cur, target)
]
# Round to the slider step (0.05) so the readouts look clean.
blended = [round(v / 0.05) * 0.05 for v in blended]
return blended
# Static geometry: faces + colors are constant across every evaluation, so
# they are baked once into the viewer's init JS (the topology never changes,
# only the vertex positions do).
_FACES_JSON = json.dumps(TRIANGLES.reshape(-1).tolist(), separators=(",", ":"))
_COLORS_JSON = json.dumps(
np.round(VERTEX_COLORS.reshape(-1), 4).tolist(), separators=(",", ":")
)
# Three.js is loaded as a classic UMD build exposing the global `THREE`. (The
# Gradio 6 `head=` injector drops the `type` attribute, so ES-module /
# importmap script tags don't work there — a classic global build does.)
VIEWER_HEAD = (
'<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/build/'
'three.min.js"></script>'
)
# The template is a *static* canvas that never references ${value}, so Gradio's
# DOM-diffing renderer keeps the exact same <canvas> element (and its WebGL
# context) across every value update — the scene is built once and never
# remounted.
VIEWER_TEMPLATE = (
'<div id="gnm-wrap" style="width:100%;height:560px;border-radius:8px;'
'overflow:hidden;background:#f0f0f0;position:relative;">'
'<canvas id="gnm-canvas" style="width:100%;height:100%;display:block;">'
"</canvas>"
# Hover hint: shows what dragging the region under the cursor will do.
'<div id="gnm-hint" style="position:absolute;top:10px;left:10px;'
"padding:4px 10px;border-radius:6px;background:rgba(0,0,0,0.62);"
"color:#fff;font-size:13px;font-weight:600;letter-spacing:.2px;"
'pointer-events:none;opacity:0;transition:opacity .12s;z-index:5;">'
"</div>"
# Reset-shaping button: appears once you free-sculpt (ear/cheek/Alt-drag),
# since those geometric tweaks have no slider to reset. Clears the sculpt.
'<button id="gnm-clear-sculpt" style="position:absolute;top:10px;'
"right:10px;display:none;padding:4px 10px;border-radius:6px;border:none;"
"background:rgba(0,0,0,0.62);color:#fff;font-size:12px;font-weight:600;"
'cursor:pointer;z-index:6;">↺ Reset shaping</button>'
"</div>"
)
# js_on_load runs exactly once on mount. It builds a persistent Three.js scene,
# camera and (hand-rolled) orbit controls, then registers a `watch('value')`
# callback. Every slider change sets the component value to a new flat vertex
# array; the callback writes it straight into the existing geometry's position
# buffer — the mesh morphs in place, the camera is never touched, and nothing
# is reloaded/remounted (no camera reset, no blink).
VIEWER_JS_ON_LOAD = """
(function () {
const FACES = __FACES__;
const COLORS = __COLORS__;
const ZONES = __ZONES__; // per-vertex interaction zone id
const CFG = __CFG__; // gesture -> slider-registry-key map
// GNM head geometry (meters): Y-up / +Z-forward, centered ~ (0, 0.24, 0).
const TARGET = [0, 0.24, 0.02];
// Zone ids (mirror the Python ZONE_* constants).
const Z_HEAD=0, Z_LEYE=1, Z_REYE=2, Z_LGAZE=3, Z_RGAZE=4, Z_MOUTH=5,
Z_TONGUE=6, Z_SMILE=7, Z_EAR=8, Z_CHEEK=9;
// Zones whose plain drag free-sculpts the geometry (none now — ears & cheeks
// drive head-shape sliders instead; Alt+drag still free-sculpts anywhere).
const SCULPT_ZONES = {};
// Drag sensitivities (slider-units per pixel of drag).
const HEAD_G = 0.35; // degrees / px (head rotation)
const GAZE_G = 0.18; // degrees / px (eye gaze)
const EXPR_G = 0.022; // blendshape units / px (eyes, mouth, tongue)
const TRANS_G = 0.0016; // meters / px (shift-drag translate)
const ID_G = 0.02; // head-shape units / px (ear / cheek -> identity)
const SCULPT_G = 1.0; // sculpt drag is sent as real-world meters; the
// response gain lives server-side in _SCULPT_GAIN
// What a drag over each zone does: a friendly label + the slider(s) it
// drives. axis 'x' = horizontal drag, 'y' = vertical drag (up is positive
// because screen-y grows downward and we negate it). sign flips direction.
function zoneSpec(z) {
switch (z) {
case Z_HEAD: return { label: "↺ Rotate head · drag to turn / nod",
t: [ {key: CFG.headYawKey, axis:'x', gain: HEAD_G, sign: +1},
{key: CFG.headPitchKey, axis:'y', gain: HEAD_G, sign: -1} ] };
// The eyeball sits slightly behind the lids, so from the front a click
// lands on the lid/brow. That eye zone therefore does both: drag ↕ to
// open/close *this* eye, drag ↔ to glance (gaze yaw, both eyes). Orbit
// round to grab the eyeball itself (Z_*GAZE) for full up/down aiming.
case Z_LEYE: return { label: "👁 Left eye · ↕ open / close · ↔ glance",
t: [ {key: CFG.leftEyeKey, axis:'y', gain: EXPR_G, sign: +1},
{key: CFG.gazeYawKey, axis:'x', gain: GAZE_G, sign: +1} ] };
case Z_REYE: return { label: "👁 Right eye · ↕ open / close · ↔ glance",
t: [ {key: CFG.rightEyeKey, axis:'y', gain: EXPR_G, sign: +1},
{key: CFG.gazeYawKey, axis:'x', gain: GAZE_G, sign: +1} ] };
case Z_LGAZE:
case Z_RGAZE: return { label: "👀 Gaze · drag to aim the eyes",
t: [ {key: CFG.gazeYawKey, axis:'x', gain: GAZE_G, sign: +1},
{key: CFG.gazePitchKey, axis:'y', gain: GAZE_G, sign: -1} ] };
// Centre of the mouth / chin: vertical drag only — pull the jaw down to
// open, push up to close.
case Z_MOUTH: return { label: "🗣 Jaw · drag down to open the mouth",
t: [ {key: CFG.mouthKey, axis:'y', gain: EXPR_G, sign: +1} ] };
// Lip corners: horizontal drag only — pull a corner outward to smile /
// stretch, push inward to pucker (outwardX resolves the side).
case Z_SMILE: return { label: "😀 Mouth corner · pull out to smile / stretch",
t: [ {key: CFG.smileKey, axis:'x', gain: 0.02, outwardX: true} ] };
case Z_TONGUE:return { label: "👅 Tongue · drag down to stick it out",
t: [ {key: CFG.tongueKey, axis:'y', gain: EXPR_G, sign: -1} ] };
// Ears & cheeks drive head-shape sliders (Head shape 8 / 7). outwardXPos:
// pulling the ear out raises id_7 (ears out); outwardX: pulling the cheek
// out lowers id_6 (fuller face). Both resolve their side from the grab.
case Z_EAR: return { label: "👂 Ear · drag in / out (Head shape 8)",
t: [ {key: "id_7", axis:'x', gain: ID_G, outwardXPos: true} ] };
case Z_CHEEK: return { label: "🫦 Cheek · drag to stretch the face (Head shape 7)",
t: [ {key: "id_6", axis:'x', gain: ID_G, outwardX: true} ] };
}
return { label: "", t: [] };
}
// Highlight tints per zone (RGB 0..1). Head is not tinted (it's most of the
// mesh) — only the feature zones light up on hover.
const HL = {
1:[1.0,0.55,0.05], 2:[1.0,0.55,0.05], 3:[0.10,0.60,1.0],
4:[0.10,0.60,1.0], 5:[1.0,0.32,0.34], 6:[0.92,0.20,0.62],
7:[0.20,0.80,0.45], // smile corners — distinct green from the red jaw
8:[0.65,0.45,1.0], // ears — purple
9:[1.0,0.75,0.15], // cheeks — amber
};
let renderer, scene, camera, geometry, mesh, colorAttr, clearBtn;
// Persistent free-sculpt offsets (world space), added on top of the GNM
// mesh every frame so a pulled ear / stretched cheek survives slider morphs.
let sculptOffsets = null, lastFlat = null;
// Show the "Reset shaping" button only when some sculpt offset is non-zero
// (those geometric tweaks aren't tied to any slider, so this is their reset).
function hasSculpt() {
if (!sculptOffsets) return false;
for (let i = 0; i < sculptOffsets.length; i++) if (sculptOffsets[i] !== 0) return true;
return false;
}
function updateClearBtn() {
if (clearBtn) clearBtn.style.display = hasSculpt() ? "block" : "none";
}
const BASE_COLORS = new Float32Array(COLORS); // pristine per-vertex colors
// Vertices grouped by zone, for fast hover recolor.
const zoneVerts = {};
for (let i = 0; i < ZONES.length; i++) {
(zoneVerts[ZONES[i]] || (zoneVerts[ZONES[i]] = [])).push(i);
}
// Spherical camera around TARGET. Front-facing default: on +Z axis.
let camState = { radius: 0.75, theta: 0.0, phi: Math.PI / 2 };
function applyCamera() {
const [tx, ty, tz] = TARGET;
const r = camState.radius, t = camState.theta, p = camState.phi;
camera.position.set(
tx + r * Math.sin(p) * Math.sin(t),
ty + r * Math.cos(p),
tz + r * Math.sin(p) * Math.cos(t)
);
camera.lookAt(tx, ty, tz);
}
// Write lastFlat (+ any sculpt offsets) into the position buffer.
function applyBuffer() {
if (!geometry || !lastFlat) return;
const n = lastFlat.length;
let attr = geometry.getAttribute("position");
if (!attr || attr.array.length !== n) {
attr = new THREE.BufferAttribute(new Float32Array(n), 3);
geometry.setAttribute("position", attr);
}
const a = attr.array;
if (sculptOffsets && sculptOffsets.length === n) {
for (let i = 0; i < n; i++) a[i] = lastFlat[i] + sculptOffsets[i];
} else {
a.set(lastFlat);
}
attr.needsUpdate = true;
geometry.computeVertexNormals();
geometry.computeBoundingSphere();
geometry.computeBoundingBox();
}
function setPositions(flat) {
lastFlat = flat;
if (!sculptOffsets && flat.length) sculptOffsets = new Float32Array(flat.length);
applyBuffer();
}
// ---- Slider registry access (set by each vertical slider on mount). -----
function reg(k) {
return (window.__GNM && window.__GNM.reg) ? window.__GNM.reg[k] : null;
}
function getV(k) { const r = reg(k); return r ? parseFloat(r.get()) : 0; }
function setV(k, v) { const r = reg(k); if (r) r.set(v); }
// ---- Always-on region colour map + hover highlight ----------------------
// Every mapped zone is permanently tinted toward its HL colour at FAINT
// strength (the "control map"); the hovered zone is boosted to BRIGHT.
const FAINT = 0.32, BRIGHT = 0.78;
let hlZone = -1;
// Tint a zone's vertices toward its map colour by `strength` (0 = base).
function tintZone(z, strength) {
const vs = zoneVerts[z], c = HL[z]; if (!vs || !c) return;
const a = colorAttr.array, s = strength, b = 1 - strength;
for (let n = 0; n < vs.length; n++) {
const i = vs[n] * 3;
a[i] = b * BASE_COLORS[i] + s * c[0];
a[i+1] = b * BASE_COLORS[i+1] + s * c[1];
a[i+2] = b * BASE_COLORS[i+2] + s * c[2];
}
colorAttr.needsUpdate = true;
}
// Paint the whole control map at FAINT strength (call once the colour
// attribute exists).
function initColorMap() {
for (const zk in HL) tintZone(Number(zk), FAINT);
}
function setHighlight(z) {
if (z === hlZone) return;
if (hlZone >= 0 && HL[hlZone]) tintZone(hlZone, FAINT); // back to map
hlZone = (z >= 0 && HL[z]) ? z : -1;
if (hlZone >= 0) tintZone(hlZone, BRIGHT);
}
// ---- Slider glow: light up the control(s) a hovered region drives -------
const TAB_OF = { id: 0, ex: 1, pose: 2, tr: 3 };
let glowing = [];
function clearGlow() {
for (const el of glowing) el.classList.remove("gnm-ctl-glow");
glowing = [];
}
function glowZone(z) {
clearGlow();
const sp = zoneSpec(z);
const tabBtns = document.querySelectorAll('button[role="tab"]');
const seenTabs = {};
for (const t of (sp.t || [])) {
const r = reg(t.key);
if (r && r.el) { r.el.classList.add("gnm-ctl-glow"); glowing.push(r.el); }
const ti = TAB_OF[String(t.key).split("_")[0]];
if (ti != null && tabBtns[ti] && !seenTabs[ti]) {
seenTabs[ti] = 1;
tabBtns[ti].classList.add("gnm-ctl-glow"); glowing.push(tabBtns[ti]);
}
}
}
function build() {
const wrap = element.querySelector("#gnm-wrap");
const canvas = element.querySelector("#gnm-canvas");
const hint = element.querySelector("#gnm-hint");
clearBtn = element.querySelector("#gnm-clear-sculpt");
if (clearBtn) {
clearBtn.addEventListener("click", () => {
if (sculptOffsets) sculptOffsets.fill(0);
applyBuffer();
updateClearBtn();
});
}
if (!wrap || !canvas || !window.THREE) return false;
const W = wrap.clientWidth || 600, H = wrap.clientHeight || 560;
renderer = new THREE.WebGLRenderer({ canvas: canvas, antialias: true });
renderer.setPixelRatio(window.devicePixelRatio || 1);
renderer.setSize(W, H, false);
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 0.85;
scene = new THREE.Scene();
scene.background = new THREE.Color(0xf0f0f0);
camera = new THREE.PerspectiveCamera(35, W / H, 0.01, 100);
applyCamera();
scene.add(new THREE.AmbientLight(0xffffff, 0.40));
const keyL = new THREE.DirectionalLight(0xffffff, 0.55);
keyL.position.set(0.5, 1.0, 1.5); scene.add(keyL);
const fill = new THREE.DirectionalLight(0xffffff, 0.20);
fill.position.set(-0.8, 0.2, 0.5); scene.add(fill);
geometry = new THREE.BufferGeometry();
geometry.setIndex(new THREE.BufferAttribute(new Uint32Array(FACES), 1));
colorAttr = new THREE.BufferAttribute(new Float32Array(COLORS), 3);
geometry.setAttribute("color", colorAttr);
initColorMap(); // paint the always-on region map
const mat = new THREE.MeshStandardMaterial({
vertexColors: true, roughness: 0.75, metalness: 0.0,
side: THREE.DoubleSide,
});
mesh = new THREE.Mesh(geometry, mat);
scene.add(mesh);
// ---- Raycasting: screen point -> mesh hit -> interaction zone. --------
const raycaster = new THREE.Raycaster();
const ndc = new THREE.Vector2();
function pick(clientX, clientY) {
const rect = canvas.getBoundingClientRect();
ndc.x = ((clientX - rect.left) / rect.width) * 2 - 1;
ndc.y = -((clientY - rect.top) / rect.height) * 2 + 1;
raycaster.setFromCamera(ndc, camera);
const hits = raycaster.intersectObject(mesh, false);
if (!hits.length) return null;
const f = hits[0].face;
// Prefer a feature zone if any of the face's 3 verts carries one.
let z = ZONES[f.a];
if (z === Z_HEAD && ZONES[f.b] !== Z_HEAD) z = ZONES[f.b];
if (z === Z_HEAD && ZONES[f.c] !== Z_HEAD) z = ZONES[f.c];
// Nearest of the face's 3 vertices to the hit point (for sculpting).
const P = hits[0].point, pos = geometry.getAttribute("position");
let vi = f.a, best = Infinity;
for (const vv of [f.a, f.b, f.c]) {
const dx = pos.getX(vv) - P.x, dy = pos.getY(vv) - P.y,
dz = pos.getZ(vv) - P.z, dd = dx * dx + dy * dy + dz * dz;
if (dd < best) { best = dd; vi = vv; }
}
return { zone: z, point: P, vi: vi };
}
function showHint(text) {
if (!hint) return;
hint.textContent = text || "";
hint.style.opacity = text ? "1" : "0";
}
// ---- Interaction state machine ----------------------------------------
// mode: null | 'orbit' | 'manip' | 'trans' | 'sculpt'
let mode = null, spec = null, startX = 0, startY = 0, startVals = null;
let orbitLastX = 0, orbitLastY = 0, pendingApply = null;
let brush = null; // { list:[{i,w}], base: Float32Array } for a sculpt drag
// Meters of world space per screen pixel at the head, for the current
// camera — turns a sculpt drag (pixels) into a world displacement so the
// grabbed point tracks the cursor.
function metersPerPixel() {
const h = canvas.clientHeight || 560;
const fov = (camera.fov || 35) * Math.PI / 180;
return (2 * camState.radius * Math.tan(fov / 2)) / h;
}
// Sculpt brush: free-form pull of the surface under the cursor. All
// vertices within SCULPT_R of the grabbed point move with the drag,
// weighted by a smooth falloff, so pulling a cheek stretches the face and
// pulling an ear pushes it in/out. Offsets persist across mesh morphs.
const SCULPT_R = 0.05; // brush radius (meters)
function beginSculpt(hit, e) {
const pos = geometry.getAttribute("position");
const gx = pos.getX(hit.vi), gy = pos.getY(hit.vi), gz = pos.getZ(hit.vi);
const list = [];
for (let v = 0; v < ZONES.length; v++) {
const dx = pos.getX(v) - gx, dy = pos.getY(v) - gy, dz = pos.getZ(v) - gz;
const dist = Math.sqrt(dx * dx + dy * dy + dz * dz);
if (dist < SCULPT_R) {
const t = 1 - dist / SCULPT_R;
list.push({ i: v, w: t * t * (3 - 2 * t) }); // smoothstep falloff
}
}
// Snapshot the current offsets so the drag is absolute (drag back undoes).
const base = new Float32Array(list.length * 3);
for (let n = 0; n < list.length; n++) {
const j = list[n].i * 3;
base[n * 3] = sculptOffsets[j];
base[n * 3 + 1] = sculptOffsets[j + 1];
base[n * 3 + 2] = sculptOffsets[j + 2];
}
brush = { list, base };
startX = e.clientX; startY = e.clientY;
mode = 'sculpt';
// Keep the zone highlight lit while sculpting a feature (ear/cheek); use
// its label if it has one, else a generic sculpt hint.
const sp = zoneSpec(hit.zone);
if (SCULPT_ZONES[hit.zone]) setHighlight(hit.zone); else setHighlight(-1);
showHint(sp.label || "🫳 Sculpt · drag to stretch / pull the surface");
}
function beginManip(z, hit, e) {
const base = zoneSpec(z);
// Resolve any `outwardX` target to a concrete sign from the grab point:
// grabbing the +x side and dragging +x (or -x side dragging -x) both
// count as pulling "outward". World +x maps to screen-right in the
// front view, so screen dx and world x share a direction here.
const gx = (hit && hit.point) ? hit.point.x : 0;
spec = {
label: base.label,
t: base.t.map((t) => {
if (t.outwardX) return { ...t, sign: (gx >= 0 ? -1 : 1) }; // outward -> negative
if (t.outwardXPos) return { ...t, sign: (gx >= 0 ? 1 : -1) }; // outward -> positive
return t;
}),
};
startX = e.clientX; startY = e.clientY; startVals = {};
for (const t of spec.t) startVals[t.key] = getV(t.key);
mode = 'manip';
setHighlight(z);
glowZone(z);
showHint(spec.label);
}
canvas.addEventListener("contextmenu", (e) => e.preventDefault());
canvas.addEventListener("pointerdown", (e) => {
try { canvas.setPointerCapture(e.pointerId); } catch (err) {}
const rightBtn = (e.button === 2);
if (e.shiftKey && !rightBtn) { // Shift+drag = translate
mode = 'trans';
spec = { t: [ {key: CFG.txKey, axis:'x', gain: TRANS_G, sign: +1},
{key: CFG.tyKey, axis:'y', gain: TRANS_G, sign: +1} ] };
startX = e.clientX; startY = e.clientY; startVals = {};
for (const t of spec.t) startVals[t.key] = getV(t.key);
showHint("✚ Move head · drag to reposition");
e.preventDefault(); return;
}
const hit = rightBtn ? null : pick(e.clientX, e.clientY);
if (hit && (e.altKey || e.metaKey || SCULPT_ZONES[hit.zone])) {
beginSculpt(hit, e); // ear/cheek, or Alt+drag
} else if (hit) { // grab the head itself
beginManip(hit.zone, hit, e);
} else { // empty space / RMB = orbit
mode = 'orbit'; orbitLastX = e.clientX; orbitLastY = e.clientY;
}
e.preventDefault();
});
window.addEventListener("pointermove", (e) => {
if (mode === 'orbit') {
const dx = e.clientX - orbitLastX, dy = e.clientY - orbitLastY;
orbitLastX = e.clientX; orbitLastY = e.clientY;
camState.theta -= dx * 0.01;
camState.phi = Math.max(0.05, Math.min(Math.PI - 0.05,
camState.phi - dy * 0.01));
applyCamera();
return;
}
if (mode === 'manip' || mode === 'trans') {
const dx = e.clientX - startX, dy = e.clientY - startY;
// Coalesce to one apply per animation frame (caps server round-trips).
pendingApply = () => {
for (const t of spec.t) {
const raw = (t.axis === 'x') ? dx : -dy;
setV(t.key, startVals[t.key] + raw * t.gain * t.sign);
}
};
e.preventDefault();
return;
}
if (mode === 'sculpt') {
const dx = e.clientX - startX, dy = e.clientY - startY;
pendingApply = () => {
if (!brush || !sculptOffsets) return;
// Screen drag -> world pull in the camera plane (right = +x screen,
// up = -y screen), so the grabbed point follows the cursor.
camera.updateMatrixWorld();
const m = camera.matrixWorld.elements;
const k = metersPerPixel() * SCULPT_G;
const wx = (m[0] * dx - m[4] * dy) * k;
const wy = (m[1] * dx - m[5] * dy) * k;
const wz = (m[2] * dx - m[6] * dy) * k;
const list = brush.list, base = brush.base;
for (let n = 0; n < list.length; n++) {
const j = list[n].i * 3, w = list[n].w;
sculptOffsets[j] = base[n * 3] + w * wx;
sculptOffsets[j + 1] = base[n * 3 + 1] + w * wy;
sculptOffsets[j + 2] = base[n * 3 + 2] + w * wz;
}
applyBuffer();
updateClearBtn();
};
e.preventDefault();
return;
}
// Hovering (no button held): brighten the zone under the cursor and
// glow the control(s) it drives.
if (e.buttons === 0) {
const hit = pick(e.clientX, e.clientY);
if (hit) {
showHint(zoneSpec(hit.zone).label);
setHighlight(hit.zone);
glowZone(hit.zone);
canvas.style.cursor = "grab";
} else {
showHint(""); setHighlight(-1); clearGlow();
canvas.style.cursor = "default";
}
}
});
function endDrag() {
if (pendingApply) { pendingApply(); pendingApply = null; }
mode = null; spec = null; startVals = null; brush = null;
setHighlight(-1); showHint(""); clearGlow();
}
window.addEventListener("pointerup", endDrag);
window.addEventListener("pointercancel", endDrag);
canvas.addEventListener("wheel", (e) => {
e.preventDefault();
camState.radius = Math.max(0.2, Math.min(3.0,
camState.radius * (1 + e.deltaY * 0.001)));
applyCamera();
}, { passive: false });
// Slider-driving drags round-trip to the server per update; firing every
// frame backs up the queue and the mesh lags behind the cursor. Throttle
// them to send only the *latest* value at a sustainable rate (no backlog =
// real-time feel). Client-side sculpt has no round-trip, so it stays at
// full framerate.
let lastSlideT = 0;
const SLIDE_MS = 40;
function animate() {
requestAnimationFrame(animate);
if (pendingApply) {
const throttled = (mode === 'manip' || mode === 'trans');
if (!throttled || (performance.now() - lastSlideT) >= SLIDE_MS) {
pendingApply(); pendingApply = null;
if (throttled) lastSlideT = performance.now();
}
}
renderer.render(scene, camera);
}
animate();
new ResizeObserver(() => {
const w = wrap.clientWidth || W, h = wrap.clientHeight || H;
camera.aspect = w / h; camera.updateProjectionMatrix();
renderer.setSize(w, h, false);
}).observe(wrap);
return true;
}
function updateFromValue() {
const v = props.value;
if (!v) return;
let flat;
try { flat = (typeof v === "string") ? JSON.parse(v) : v; }
catch (e) { return; }
if (flat && flat.length) setPositions(flat);
}
(function ready() {
if (!window.THREE || !build()) { setTimeout(ready, 40); return; }
updateFromValue();
})();
watch("value", updateFromValue);
})();
"""
VIEWER_JS_ON_LOAD = (
VIEWER_JS_ON_LOAD
.replace("__FACES__", _FACES_JSON)
.replace("__COLORS__", _COLORS_JSON)
.replace("__ZONES__", ZONES_JSON)
.replace("__CFG__", VIEWER_CFG_JSON)
.replace("__NUM_IDENTITY__", str(NUM_IDENTITY))
)
# Hidden "sculpt bus": a zero-size custom component whose value carries the
# free-pull payload. The viewer writes to it via window.__GNM.sculptSet during
# an Alt-drag, which fires its .change() -> sculpt_pull -> identity sliders.
SCULPT_BUS_JS = """
(function () {
window.__GNM = window.__GNM || {};
window.__GNM.sculptSet = function (v) { props.value = v; };
// Gradio only mounts the *active* tab's contents, so sliders in the other
// tabs never register on the __GNM bus and the 3D head can't drive them.
// Mount every tab once (click through them), then return to the first — the
// rendered panels stay in the DOM (hidden), so all sliders stay registered.
(function mountTabs(tries) {
const tabs = Array.from(document.querySelectorAll('button[role="tab"]'));
if (tabs.length < 2) {
if ((tries || 0) < 60) setTimeout(function () { mountTabs((tries || 0) + 1); }, 100);
return;
}
let i = 0;
(function step() {
if (i < tabs.length) { tabs[i].click(); i++; setTimeout(step, 120); }
else { tabs[0].click(); }
})();
})();
})();
"""
# ---------------------------------------------------------------------------
# UI
# ---------------------------------------------------------------------------
CSS = """
#col-container { max-width: 1200px; margin: 0 auto; }
.dark .gradio-container { color: var(--body-text-color); }
/* Glow applied (from the 3D viewer) to the slider(s) / tab a hovered head
region drives, so the region <-> control correspondence is visible. */
.gnm-ctl-glow {
outline: 2px solid var(--color-accent, #ff7c00) !important;
outline-offset: 1px;
border-radius: 6px;
box-shadow: 0 0 10px 1px var(--color-accent, #ff7c00);
transition: box-shadow .1s, outline-color .1s;
}
/* All slider groups are always expanded (they must stay mounted so the 3D
viewer can drive every one of them). To keep the page short and the head
always visible beside them, the controls column scrolls *internally* and
the viewer stays pinned next to it. */
#gnm-main-row { align-items: flex-start !important; }
#gnm-controls-col {
max-height: calc(100vh - 24px);
overflow-y: auto;
padding-right: 6px;
}
#gnm-viewer-col {
position: sticky;
top: 8px;
}
/* Compact grouped sections. Each feature/parameter group (Head Shape, Left
Eye, Mouth, Neck, Gaze, Translation, ...) is rendered as its own bordered
section with a header row (group label + per-group Reset) and its sliders
laid out side-by-side underneath (each slider is now a custom VERTICAL
slider, so several fit in one row instead of being stacked). */
.gnm-group {
border: 1px solid var(--border-color-primary);
border-radius: 8px;
padding: 8px 10px 8px 10px;
margin-bottom: 10px;
background: var(--block-background-fill);
}
.gnm-group-header {
display: flex;
align-items: center;
justify-content: space-between;
margin-bottom: 0px;
gap: 8px;
}
/* Collapse the residual gap the Gradio column inserts between the header row
and the sliders row (tightening the title-to-sliders vertical space further
than the previous pass). */
.gnm-group > .gnm-group-header { margin-bottom: -6px !important; }
.gnm-group > .gnm-sliders { margin-top: -6px !important; }
.gnm-group-title {
font-weight: 600;
font-size: 0.95rem;
margin: 0;
}
/* Sliders row: wrap the vertical sliders side-by-side within the group. */
.gnm-sliders {
flex-wrap: wrap !important;
gap: 0px !important;
align-items: flex-start !important;
}
/* Each vertical slider is a narrow HTML block; let it size to its content
rather than expanding to fill the row. */
.gnm-vslider {
flex: 0 0 auto !important;
min-width: 0 !important;
width: auto !important;
border: none !important;
padding: 0 !important;
background: transparent !important;
}
/* Small, unobtrusive per-group reset button. */
.gnm-reset-btn {
flex: 0 0 auto !important;
min-width: 0 !important;
width: auto !important;
padding: 2px 10px !important;
font-size: 0.8rem !important;
line-height: 1.4 !important;
}
/* --- Custom vertical slider look (matches native Gradio slider styling) --- */
.vslider-root {
display: flex;
flex-direction: column;
align-items: center;
width: 50px;
padding: 0px 0px 2px 0px;
user-select: none;
-webkit-user-select: none;
box-sizing: border-box;
}
.vslider-label {
font-size: 0.72rem;
line-height: 1.05;
text-align: center;
color: var(--body-text-color);
min-height: 2.1em;
display: flex;
align-items: center;
justify-content: center;
margin-bottom: 4px;
overflow-wrap: anywhere;
}
.vslider-value {
font-size: 0.72rem;
font-variant-numeric: tabular-nums;
color: var(--body-text-color-subdued);
margin-bottom: 4px;
}
.vslider-track {
position: relative;
width: 6px;
height: 150px;
border-radius: 3px;
background: var(--slider-color, var(--neutral-200, #d1d5db));
cursor: pointer;
touch-action: none;
}
.dark .vslider-track {
background: var(--neutral-600, #4b5563);
}
/* Filled portion (from bottom up to the handle). */
.vslider-fill {
position: absolute;
left: 0;
bottom: 0;
width: 100%;
border-radius: 3px;
background: var(--slider-color, var(--color-accent, #ff7c00));
}
.vslider-handle {
position: absolute;
left: 50%;
width: 18px;
height: 18px;
border-radius: 50%;
background: var(--color-accent, #ff7c00);
border: 2px solid var(--background-fill-primary, #fff);
box-shadow: 0 1px 3px rgba(0,0,0,0.3);
transform: translate(-50%, 50%);
cursor: grab;
}
.vslider-handle:active { cursor: grabbing; }
.vslider-minmax {
font-size: 0.62rem;
color: var(--body-text-color-subdued);
margin-top: 3px;
}
/* --- Keyword-expression preset control ---------------------------------
Restyle the (native Gradio) preset dropdown + strength slider so they
match the look of the custom vertical sliders / group panels: same
compact fonts, subdued labels, thin accent-colored track, tight spacing
and matching borders — instead of the default bulky Gradio widget look.
The Apply button already reuses the `.gnm-reset-btn` class, so it renders
identically to the per-group ↺ Reset buttons. */
.gnm-preset-row {
gap: 8px !important;
align-items: flex-end !important;
margin-top: 2px;
}
/* Strip the default Gradio block chrome (border/background/padding) from the
dropdown and slider so they sit flush inside the group panel like the
vertical sliders do. */
.gnm-preset-dropdown,
.gnm-preset-strength {
border: none !important;
background: transparent !important;
padding: 0 !important;
box-shadow: none !important;
min-width: 0 !important;
}
/* Compact, subdued field labels to match `.vslider-label`. */
.gnm-preset-dropdown label span:not(.token-remove),
.gnm-preset-strength label span {
font-size: 0.72rem !important;
font-weight: 600 !important;
color: var(--body-text-color) !important;
margin-bottom: 4px !important;
}
/* Dropdown box: thin border + rounded corners matching the group panels. */
.gnm-preset-dropdown .wrap,
.gnm-preset-dropdown input {
font-size: 0.72rem !important;
min-height: 0 !important;
}
.gnm-preset-dropdown .wrap {
border: 1px solid var(--border-color-primary) !important;
border-radius: 6px !important;
background: var(--block-background-fill) !important;
padding: 2px 4px !important;
}
/* Selected-token chips use the accent color the sliders/handles use. */
.gnm-preset-dropdown .token {
font-size: 0.68rem !important;
background: var(--color-accent, #ff7c00) !important;
color: #fff !important;
border-radius: 4px !important;
padding: 1px 6px !important;
}
/* Strength slider: thin accent-colored track like `.vslider-track`/`fill`. */
.gnm-preset-strength input[type="range"] {
accent-color: var(--color-accent, #ff7c00) !important;
height: 6px !important;
}
.gnm-preset-strength .head,
.gnm-preset-strength .tab-like,
.gnm-preset-strength input[type="number"] {
font-size: 0.72rem !important;
font-variant-numeric: tabular-nums !important;
color: var(--body-text-color-subdued) !important;
}
"""
INTRO = """
# 🧬 GNM — Direct-Manipulation Head
**GNM Head** is a state-of-the-art parametric 3D statistical model of the human head from [google/GNM](https://github.com/google/GNM), with disentangled control over **identity**, **expression**, **pose** and **translation**. Move the sliders, or **grab the 3D head directly** — hover any part to see what it does. Based on the [notebook demo](https://github.com/google/GNM/blob/main/gnm/shape/README.md#demo).
"""
# ---------------------------------------------------------------------------
# Custom VERTICAL slider component.
#
# gr.Slider only renders horizontally, so we build a drop-in vertical slider as
# an interactive custom HTML component (gr.HTML with html_template + js_on_load).
# It behaves like a native slider — it has a label, honours min/max/step, has a
# draggable handle and a live numeric value readout — but it is oriented
# vertically so several sliders sit side-by-side within a group. Its component
# value is the plain numeric slider value, so it plugs straight into the same
# `.change()` / reset / Examples wiring the native sliders used.
#
# html_template is a *static* markup skeleton (it does NOT reference ${value},
# so Gradio keeps the same DOM element across value updates); js_on_load wires
# the drag interaction (writes `props.value` -> fires `.change()`) and a
# `watch('value')` callback that repaints the handle/readout when the value is
# set externally (reset buttons, Examples, initial load).
# ---------------------------------------------------------------------------
VSLIDER_TEMPLATE = (
'<div class="vslider-root">'
'<div class="vslider-label">__LABEL__</div>'
'<div class="vslider-value">0</div>'
'<div class="vslider-track">'
'<div class="vslider-fill"></div>'
'<div class="vslider-handle"></div>'
"</div>"
'<div class="vslider-minmax">__MIN__ … __MAX__</div>'
"</div>"
)
VSLIDER_JS_ON_LOAD = """
(function () {
const MIN = __MIN__, MAX = __MAX__, STEP = __STEP__;
const KEY = "__KEY__";
const root = element.querySelector(".vslider-root");
const track = element.querySelector(".vslider-track");
const fill = element.querySelector(".vslider-fill");
const handle = element.querySelector(".vslider-handle");
const valEl = element.querySelector(".vslider-value");
if (!root || !track || !handle) return;
function decimals() {
const s = String(STEP);
const i = s.indexOf(".");
return i < 0 ? 0 : (s.length - i - 1);
}
const DEC = decimals();
function clampSnap(v) {
if (STEP > 0) v = Math.round((v - MIN) / STEP) * STEP + MIN;
v = Math.min(MAX, Math.max(MIN, v));
// Kill floating-point fuzz from the snap.
return parseFloat(v.toFixed(Math.max(DEC, 6)));
}
function fmt(v) { return Number(v).toFixed(DEC); }
// Paint the handle / fill / readout for a value WITHOUT firing change.
function paint(v) {
v = Math.min(MAX, Math.max(MIN, Number(v)));
const frac = (MAX > MIN) ? (v - MIN) / (MAX - MIN) : 0; // 0=bottom,1=top
const h = track.clientHeight;
handle.style.bottom = (frac * h) + "px";
fill.style.height = (frac * h) + "px";
if (valEl) valEl.textContent = fmt(clampSnap(v));
}
function currentValue() {
let v = props.value;
if (v === null || v === undefined || v === "") return MIN < 0 && MAX > 0 ? 0 : MIN;
v = parseFloat(v);
if (isNaN(v)) return MIN < 0 && MAX > 0 ? 0 : MIN;
return v;
}
// Map a pointer Y position to a value (top of track = MAX, bottom = MIN).
function valueFromEvent(clientY) {
const rect = track.getBoundingClientRect();
let frac = (rect.bottom - clientY) / rect.height;
frac = Math.min(1, Math.max(0, frac));
return clampSnap(MIN + frac * (MAX - MIN));
}
let dragging = false;
function setFromPointer(clientY) {
const nv = valueFromEvent(clientY);
paint(nv);
if (nv !== parseFloat(props.value)) {
props.value = nv; // fires .change() -> recompute mesh
}
}
track.addEventListener("pointerdown", (e) => {
dragging = true;
try { track.setPointerCapture(e.pointerId); } catch (err) {}
setFromPointer(e.clientY);
e.preventDefault();
});
track.addEventListener("pointermove", (e) => {
if (!dragging) return;
setFromPointer(e.clientY);
e.preventDefault();
});
function endDrag(e) {
if (!dragging) return;
dragging = false;
try { track.releasePointerCapture(e.pointerId); } catch (err) {}
}
track.addEventListener("pointerup", endDrag);
track.addEventListener("pointercancel", endDrag);
// Repaint when the value is set from Python (reset / Examples / load).
watch("value", () => paint(currentValue()));
// Initial paint (handle geometry needs the track laid out first).
(function ready() {
if (!track.clientHeight) { setTimeout(ready, 30); return; }
paint(currentValue());
})();
// Repaint when the track gains size — e.g. when this slider's tab becomes
// visible after having been driven while hidden (its handle would otherwise
// be stuck at the wrong position). Guarded so a zero-size (hidden) pass is
// ignored.
if (window.ResizeObserver) {
new ResizeObserver(() => {
if (track.clientHeight) paint(currentValue());
}).observe(track);
}
// Expose this slider on a global registry so the 3D viewer can drive it
// when the user drags directly on the head. `set(v)` snaps/paints the value
// and writes props.value, which fires the same .change() a manual drag does
// (so the mesh recomputes through the exact same reactive path).
if (KEY) {
window.__GNM = window.__GNM || {};
window.__GNM.reg = window.__GNM.reg || {};
window.__GNM.reg[KEY] = {
set(v) {
const nv = clampSnap(v);
paint(nv);
if (nv !== parseFloat(props.value)) props.value = nv;
return nv;
},
get() { return currentValue(); },
min: MIN, max: MAX, step: STEP,
el: root, // so the viewer can glow this slider when its region is hovered
};
}
})();
"""
def _js_num(x):
"""Format a Python number as a JS numeric literal."""
return repr(float(x))
def _vslider(label, minimum, maximum, value=0.0, step=None, key=None):
"""Create a custom vertical slider (drop-in replacement for gr.Slider).
Returns a gr.HTML component whose value is the numeric slider value. The
per-instance label / min / max / step are baked into its template and JS.
If `key` is given, the slider registers itself under that key in the
global `window.__GNM.reg` so the 3D viewer can drive it via direct
manipulation on the head.
"""
step_val = step if step is not None else 0.0
tmpl = (
VSLIDER_TEMPLATE
.replace("__LABEL__", str(label))
.replace("__MIN__", _fmt_bound(minimum))
.replace("__MAX__", _fmt_bound(maximum))
)
js = (
VSLIDER_JS_ON_LOAD
.replace("__MIN__", _js_num(minimum))
.replace("__MAX__", _js_num(maximum))
.replace("__STEP__", _js_num(step_val))
.replace("__KEY__", str(key) if key is not None else "")
)
return gr.HTML(
value=float(value),
html_template=tmpl,
js_on_load=js,
elem_classes="gnm-vslider",
container=False,
)
def _fmt_bound(x):
"""Pretty-print a min/max bound for the template (drop trailing .0)."""
xf = float(x)
return str(int(xf)) if xf == int(xf) else str(xf)
# Backwards-compatible alias: everything downstream builds sliders via _slider.
_slider = _vslider
# Collects (reset_button, [sliders]) pairs so each group's reset is wired to
# only its own sliders after the full slider list exists.
GROUP_RESETS = []
def _group_section(title, build_sliders):
"""Render one feature/parameter group as a compact, bordered section.
The section has a header (group label + a per-group ↺ Reset button) and its
(vertical) sliders laid out side-by-side underneath. `build_sliders` is a zero-arg
callable that creates and returns the group's list of sliders (in order).
The per-group reset button is registered in GROUP_RESETS and wired later to
reset only this group's sliders back to their defaults.
"""
with gr.Column(elem_classes="gnm-group"):
with gr.Row(elem_classes="gnm-group-header"):
gr.HTML(f'<span class="gnm-group-title">{title}</span>')
reset = gr.Button(
"↺ Reset", variant="secondary", size="sm",
elem_classes="gnm-reset-btn", scale=0, min_width=0,
)
with gr.Row(elem_classes="gnm-sliders"):
group_sliders = build_sliders()
GROUP_RESETS.append((reset, group_sliders))
return group_sliders
with gr.Blocks(title="GNM Head") as demo:
with gr.Column(elem_id="col-container"):
gr.Markdown(INTRO)
with gr.Row(elem_id="gnm-main-row"):
# --- Controls -------------------------------------------------
with gr.Column(scale=3, elem_id="gnm-controls-col"):
identity_sliders = []
expression_sliders = []
pose_sliders = []
translation_sliders = []
with gr.Tabs():
with gr.Tab("Identity"):
gr.Markdown(
"First 10 components of the linear **identity** "
"basis (head shape). Typical range −3 … +3."
)
def _build_head_shape():
sliders = []
for k in range(NUM_IDENTITY):
sliders.append(
_slider(
f"Head shape {k + 1}",
-3.0, 3.0, 0.0, 0.05,
key=f"id_{k}",
)
)
return sliders
identity_sliders = _group_section(
"Head Shape", _build_head_shape
)
with gr.Tab("Expression"):
gr.Markdown(
"Selected **expression** blendshape components "
"per region. Typical range −3 … +3."
)
# --- Categorical (keyword) expression presets -------
# A dropdown of named expressions (happy, surprise,
# wink, ...) sampled from the GNM semantic CVAE. Picking
# one (or several, to blend) and hitting Apply sets the
# expression sliders below toward that expression and
# morphs the mesh live. It only *sets* slider values —
# you can keep tweaking each slider by hand afterwards.
expr_preset_dropdown = None
expr_preset_strength = None
expr_preset_apply = None
if EXPRESSION_PRESET_LABELS:
# Styled to match the rest of the custom UI: the
# whole control sits in a `gnm-group` bordered panel
# with a `gnm-group-title` header (like every other
# group), the dropdown + strength slider carry
# `gnm-preset-*` classes so scoped CSS gives them the
# same compact fonts/borders/colors as the custom
# vertical sliders, and the Apply button is built
# exactly like the per-group `↺ Reset` buttons.
with gr.Column(elem_classes="gnm-group"):
gr.HTML(
'<span class="gnm-group-title">'
"Keyword expressions</span>"
)
with gr.Row(
elem_classes="gnm-preset-row",
equal_height=True,
):
expr_preset_dropdown = gr.Dropdown(
choices=EXPRESSION_PRESET_LABELS,
value=["Happy"],
label="Expression preset(s)",
multiselect=True,
scale=3,
elem_classes="gnm-preset-dropdown",
)
expr_preset_strength = gr.Slider(
minimum=0.0, maximum=1.0, value=1.0,
step=0.05, label="Strength", scale=2,
elem_classes="gnm-preset-strength",
)
expr_preset_apply = gr.Button(
"Apply expression",
variant="secondary", size="sm",
elem_classes="gnm-reset-btn",
scale=0, min_width=0,
)
def _make_expr_builder(group_name, group_idx):
start = _EXPR_SLOT_START[group_name]
def _build_expr():
sliders = []
for j in range(len(group_idx)):
# Single-component groups (e.g. pupil
# dilation) don't need a component number.
label = (
group_name
if len(group_idx) == 1
else f"{group_name} {j + 1}"
)
sliders.append(
_slider(
label, -3.0, 3.0, 0.0, 0.05,
key=f"ex_{start + j}",
)
)
return sliders
return _build_expr
# Place the "Left eye" and "Right eye" groups side by
# side in a single row (equal width).
_eye_groups = ["Left eye", "Right eye"]
with gr.Row():
for group_name in _eye_groups:
group_idx = EXPRESSION_GROUPS[group_name]
with gr.Column(min_width=0):
expression_sliders += _group_section(
group_name,
_make_expr_builder(
group_name, group_idx
),
)
# "Tongue" and "Pupil dilation" also share a single row,
# but with an unequal split: Tongue gets 2/3 of the
# width, Pupil dilation gets 1/3.
_paired_groups = ["Tongue", "Pupil dilation"]
_paired_scales = {"Tongue": 2, "Pupil dilation": 1}
# Render the remaining stacked groups (Mouth) as before,
# skipping the eye-row and paired-row groups.
for group_name, group_idx in EXPRESSION_GROUPS.items():
if group_name in _eye_groups or group_name in _paired_groups:
continue
expression_sliders += _group_section(
group_name,
_make_expr_builder(group_name, group_idx),
)
with gr.Row():
for group_name in _paired_groups:
group_idx = EXPRESSION_GROUPS[group_name]
with gr.Column(
scale=_paired_scales[group_name],
min_width=0,
):
expression_sliders += _group_section(
group_name,
_make_expr_builder(
group_name, group_idx
),
)
with gr.Tab("Pose"):
gr.Markdown(
"Joint **rotations** in degrees (neck / head) and "
"**gaze** direction (both eyes locked, with a "
"vergence control)."
)
def _make_pose_builder(limits, start):
def _build_pose():
sliders = []
for i, (name, limit) in enumerate(
limits.items()
):
sliders.append(
_slider(
name, -limit, limit, 0, 1,
key=f"pose_{start + i}",
)
)
return sliders
return _build_pose
# Place the "Neck" and "Head" groups side by side in a
# single row (equal width), mirroring the Left/Right eye
# layout. "Gaze" stays as its own stacked group.
_paired_pose = ["neck", "head"]
with gr.Row():
for joint in _paired_pose:
limits = POSE_LIMITS[joint]
with gr.Column(min_width=0):
pose_sliders += _group_section(
joint.capitalize(),
_make_pose_builder(
limits, _POSE_SLOT_START[joint]
),
)
for joint, limits in POSE_LIMITS.items():
if joint in _paired_pose:
continue
pose_sliders += _group_section(
joint.capitalize(),
_make_pose_builder(
limits, _POSE_SLOT_START[joint]
),
)
with gr.Tab("Translation"):
gr.Markdown("Global **translation** of the whole head (meters).")
def _build_translation():
sliders = []
for i, d in enumerate([
"X (left/right)",
"Y (up/down)",
"Z (forward/back)",
]):
sliders.append(
_slider(
d, -0.2, 0.2, 0.0, 0.01,
key=f"tr_{i}",
)
)
return sliders
translation_sliders = _group_section(
"Translation", _build_translation
)
# --- Viewer ---------------------------------------------------
# The custom Three.js viewer IS the output component. Its value is
# the flat vertex-position array; `watch('value')` in the viewer's
# js_on_load morphs the persistent mesh in place on every update.
with gr.Column(scale=2, elem_id="gnm-viewer-col"):
viewer = gr.HTML(
value="",
html_template=VIEWER_TEMPLATE,
js_on_load=VIEWER_JS_ON_LOAD,
head=VIEWER_HEAD,
label="GNM head mesh",
elem_id="gnm-viewer",
)
# Hidden channel for the Alt-drag sculpt payload.
sculpt_bus = gr.HTML(
value="",
html_template='<div style="display:none"></div>',
js_on_load=SCULPT_BUS_JS,
container=False,
elem_id="gnm-sculpt-bus",
)
all_sliders = (
identity_sliders
+ expression_sliders
+ pose_sliders
+ translation_sliders
)
# Reactive: any slider change recomputes the vertices in Python and
# sets the viewer's value to the new flat position array. The viewer
# writes it straight into the existing geometry buffer — the mesh
# morphs in place, the camera is untouched, and nothing is reloaded or
# remounted (no camera reset, no blink).
for s in all_sliders:
s.change(
fn=positions_json,
inputs=all_sliders,
outputs=viewer,
show_progress="hidden",
queue=False, # run off the queue -> lower latency for live drags
)
# Sculpt (Alt-drag): the viewer writes a free-pull payload into the
# hidden sculpt bus; here we solve the identity sliders that move the
# grabbed vertex toward the drag, set them (which repaints the Head
# Shape sliders), then re-render the mesh.
sculpt_bus.change(
fn=sculpt_pull,
inputs=[sculpt_bus] + all_sliders,
outputs=identity_sliders,
show_progress="hidden",
).then(
fn=positions_json, inputs=all_sliders, outputs=viewer,
show_progress="hidden",
)
# Per-group Reset: each group has its own ↺ Reset button that resets
# ONLY that group's sliders back to their defaults, then recomputes the
# mesh from the full (partially-reset) slider vector. There is no
# single global reset.
def _make_group_reset(sliders):
defaults = [s.value for s in sliders]
def _reset_group():
return defaults if len(defaults) != 1 else defaults[0]
return _reset_group
for reset_btn, group_sliders in GROUP_RESETS:
reset_btn.click(
_make_group_reset(group_sliders),
inputs=None,
outputs=group_sliders,
).then(
fn=positions_json, inputs=all_sliders, outputs=viewer,
show_progress="hidden",
)
# Keyword-expression presets: Apply samples/blends the selected named
# expression(s) from the CVAE and sets ONLY the expression sliders
# toward it (by the chosen strength), then morphs the mesh. Because it
# writes into the same expression slider components, per-slider manual
# editing continues to work exactly as before.
if expr_preset_apply is not None:
expr_preset_apply.click(
fn=apply_expression_preset,
inputs=[expr_preset_dropdown, expr_preset_strength]
+ all_sliders,
outputs=expression_sliders,
show_progress="hidden",
).then(
fn=positions_json, inputs=all_sliders, outputs=viewer,
show_progress="hidden",
)
# Presets: full rows (every slider gets a concrete value, no None).
# Offsets into the flat slider vector:
_EX0 = NUM_IDENTITY # expression start
_PO0 = NUM_IDENTITY + NUM_EXPRESSION # pose start
_TR0 = NUM_IDENTITY + NUM_EXPRESSION + NUM_POSE # translation start
def _preset(identity=None, expression=None, pose=None, translation=None):
row = [0.0] * TOTAL_SLIDERS
for i, v in (identity or {}).items():
row[i] = v
for i, v in (expression or {}).items():
row[_EX0 + i] = v
for i, v in (pose or {}).items():
row[_PO0 + i] = v
for i, v in (translation or {}).items():
row[_TR0 + i] = v
return row
# Expression slider slots (flat order): left eye 0-2, right eye 3-5,
# mouth 6-12, tongue 13-16 (13=tongue_mean, 14-16=tongue_000..002),
# pupil dilation 17. Expression sliders are clamped to [-3, 3].
# Measured directions on this model:
# mouth slot 6 negative -> jaw drops / mouth opens
# tongue slot 14 positive + tongue_mean slot 13 negative -> tongue out
# eye slot 0 (left) / slot 3 (right): positive -> eye wide, negative -> closed
presets = [
# 1) Open mouth with the tongue sticking out.
_preset(expression={6: -3.0, 13: -3.0, 14: 3.0}),
# 2) Surprised: eyes wide open + mouth dropped open.
_preset(expression={0: 3.0, 3: 3.0, 6: -3.0}),
# 3) Wink: left eye closed, right eye left neutral.
_preset(expression={0: -3.0}),
]
# Per-example captions so each preset is clearly identified in the UI
# (otherwise gr.Examples renders as a bare unlabeled table of raw slider
# values). `example_labels` shows a friendly caption per example row.
preset_labels = [
"Open mouth + tongue out",
"Surprised",
"Wink",
]
gr.Examples(
label="Presets (click to load)",
examples=presets,
example_labels=preset_labels,
inputs=all_sliders,
outputs=viewer,
fn=positions_json,
cache_examples=True,
cache_mode="lazy",
)
# On load: render the neutral face. The viewer's js_on_load has already
# built the scene/camera; setting the value here draws the first mesh
# (and every subsequent slider change morphs it in place).
demo.load(
fn=positions_json, inputs=all_sliders, outputs=viewer,
show_progress="hidden",
)
if __name__ == "__main__":
demo.launch(mcp_server=True, theme=gr.themes.Citrus(), css=CSS)