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on
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Running
on
Zero
| import numpy as np | |
| def meshVerticeInpaint_smooth(texture, mask, vtx_pos, vtx_uv, pos_idx, uv_idx): | |
| texture_height, texture_width, texture_channel = texture.shape | |
| vtx_num = vtx_pos.shape[0] | |
| vtx_mask = np.zeros(vtx_num, dtype=np.float32) | |
| vtx_color = [np.zeros(texture_channel, dtype=np.float32) for _ in range(vtx_num)] | |
| uncolored_vtxs = [] | |
| G = [[] for _ in range(vtx_num)] | |
| for i in range(uv_idx.shape[0]): | |
| for k in range(3): | |
| vtx_uv_idx = uv_idx[i, k] | |
| vtx_idx = pos_idx[i, k] | |
| uv_v = int(round(vtx_uv[vtx_uv_idx, 0] * (texture_width - 1))) | |
| uv_u = int(round((1.0 - vtx_uv[vtx_uv_idx, 1]) * (texture_height - 1))) | |
| if mask[uv_u, uv_v] > 0: | |
| vtx_mask[vtx_idx] = 1.0 | |
| vtx_color[vtx_idx] = texture[uv_u, uv_v] | |
| else: | |
| uncolored_vtxs.append(vtx_idx) | |
| G[pos_idx[i, k]].append(pos_idx[i, (k + 1) % 3]) | |
| smooth_count = 2 | |
| last_uncolored_vtx_count = 0 | |
| while smooth_count > 0: | |
| uncolored_vtx_count = 0 | |
| for vtx_idx in uncolored_vtxs: | |
| sum_color = np.zeros(texture_channel, dtype=np.float32) | |
| total_weight = 0.0 | |
| vtx_0 = vtx_pos[vtx_idx] | |
| for connected_idx in G[vtx_idx]: | |
| if vtx_mask[connected_idx] > 0: | |
| vtx1 = vtx_pos[connected_idx] | |
| dist = np.sqrt(np.sum((vtx_0 - vtx1) ** 2)) | |
| dist_weight = 1.0 / max(dist, 1e-4) | |
| dist_weight *= dist_weight | |
| sum_color += vtx_color[connected_idx] * dist_weight | |
| total_weight += dist_weight | |
| if total_weight > 0: | |
| vtx_color[vtx_idx] = sum_color / total_weight | |
| vtx_mask[vtx_idx] = 1.0 | |
| else: | |
| uncolored_vtx_count += 1 | |
| if last_uncolored_vtx_count == uncolored_vtx_count: | |
| smooth_count -= 1 | |
| else: | |
| smooth_count += 1 | |
| last_uncolored_vtx_count = uncolored_vtx_count | |
| new_texture = texture.copy() | |
| new_mask = mask.copy() | |
| for face_idx in range(uv_idx.shape[0]): | |
| for k in range(3): | |
| vtx_uv_idx = uv_idx[face_idx, k] | |
| vtx_idx = pos_idx[face_idx, k] | |
| if vtx_mask[vtx_idx] == 1.0: | |
| uv_v = int(round(vtx_uv[vtx_uv_idx, 0] * (texture_width - 1))) | |
| uv_u = int(round((1.0 - vtx_uv[vtx_uv_idx, 1]) * (texture_height - 1))) | |
| new_texture[uv_u, uv_v] = vtx_color[vtx_idx] | |
| new_mask[uv_u, uv_v] = 255 | |
| return new_texture, new_mask | |
| def meshVerticeInpaint(texture, mask, vtx_pos, vtx_uv, pos_idx, uv_idx, method="smooth"): | |
| if method == "smooth": | |
| return meshVerticeInpaint_smooth(texture, mask, vtx_pos, vtx_uv, pos_idx, uv_idx) | |
| else: | |
| raise ValueError("Invalid method. Use 'smooth' or 'forward'.") |