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import os
import tempfile
from dataclasses import dataclass, field
from pathlib import Path
from typing import List, Optional, Tuple, Union
import numpy as np
import torch
import torch.nn.functional as F
from PIL import Image
from .models.scene_understanding import SceneUnderstandingModule
from .models.multiview_generation import MultiViewGenerationModule
from .models.reconstruction_3d import Reconstruction3DModule
from .models.scene_assembly import SceneAssemblyModule
from .models.material_texture import MaterialTextureModule
from .utils.mesh_utils import export_mesh
from .utils.gaussian_utils import export_gaussian_splatting
@dataclass
class InteriorFusionOutput:
"""Output container for InteriorFusion pipeline."""
# 3D representations
scene_mesh: Optional["trimesh.Trimesh"] = None # type: ignore
room_shell_mesh: Optional["trimesh.Trimesh"] = None # type: ignore
object_meshes: List["trimesh.Trimesh"] = field(default_factory=list) # type: ignore
gaussian_cloud: Optional[torch.Tensor] = None # Scene Gaussians
# Materials
pbr_materials: List[dict] = field(default_factory=list)
# Scene graph
scene_graph: Optional[dict] = None
room_layout: Optional[dict] = None
# Metadata
room_type: str = "unknown"
style: str = "modern"
processing_time: float = 0.0
# Export paths (populated after export)
glb_path: Optional[str] = None
fbx_path: Optional[str] = None
obj_path: Optional[str] = None
usdz_path: Optional[str] = None
ply_path: Optional[str] = None # Gaussian splatting
def export_all(self, output_dir: Union[str, Path]) -> "InteriorFusionOutput":
"""Export all formats to output directory."""
output_dir = Path(output_dir)
output_dir.mkdir(parents=True, exist_ok=True)
if self.scene_mesh is not None:
self.glb_path = str(output_dir / "scene.glb")
export_mesh(self.scene_mesh, self.glb_path, format="glb")
self.fbx_path = str(output_dir / "scene.fbx")
export_mesh(self.scene_mesh, self.fbx_path, format="fbx")
self.obj_path = str(output_dir / "scene.obj")
export_mesh(self.scene_mesh, self.obj_path, format="obj")
self.usdz_path = str(output_dir / "scene.usdz")
export_mesh(self.scene_mesh, self.usdz_path, format="usdz")
if self.gaussian_cloud is not None:
self.ply_path = str(output_dir / "scene.ply")
export_gaussian_splatting(self.gaussian_cloud, self.ply_path)
return self
class InteriorFusionPipeline:
"""
Main inference pipeline for InteriorFusion.
Orchestrates 5 phases:
1. Scene Understanding (depth, layout, segmentation)
2. Multi-View Generation (per-object + room shell)
3. 3D Reconstruction (room shell + per-object)
4. Scene Assembly (layout optimization, scale normalization)
5. Material & Texture (PBR generation, texture baking)
"""
def __init__(
self,
model_size: str = "L",
device: str = "cuda",
dtype: torch.dtype = torch.float16,
use_scene_graph: bool = True,
use_pbr: bool = True,
use_gaussian_splatting: bool = True,
cache_dir: Optional[str] = None,
):
self.model_size = model_size
self.device = device
self.dtype = dtype
self.use_scene_graph = use_scene_graph
self.use_pbr = use_pbr
self.use_gaussian_splatting = use_gaussian_splatting
self.cache_dir = cache_dir or os.path.expanduser("~/.cache/interiorfusion")
os.makedirs(self.cache_dir, exist_ok=True)
# Initialize sub-modules (lazy loading)
self._scene_understanding = None
self._multiview_gen = None
self._reconstruction = None
self._scene_assembly = None
self._material_texture = None
@property
def scene_understanding(self):
if self._scene_understanding is None:
self._scene_understanding = SceneUnderstandingModule(
model_size=self.model_size,
device=self.device,
dtype=self.dtype,
cache_dir=self.cache_dir,
)
return self._scene_understanding
@property
def multiview_gen(self):
if self._multiview_gen is None:
self._multiview_gen = MultiViewGenerationModule(
model_size=self.model_size,
device=self.device,
dtype=self.dtype,
cache_dir=self.cache_dir,
)
return self._multiview_gen
@property
def reconstruction(self):
if self._reconstruction is None:
self._reconstruction = Reconstruction3DModule(
model_size=self.model_size,
device=self.device,
dtype=self.dtype,
cache_dir=self.cache_dir,
)
return self._reconstruction
@property
def scene_assembly(self):
if self._scene_assembly is None:
self._scene_assembly = SceneAssemblyModule(
device=self.device,
dtype=self.dtype,
)
return self._scene_assembly
@property
def material_texture(self):
if self._material_texture is None:
self._material_texture = MaterialTextureModule(
model_size=self.model_size,
device=self.device,
dtype=self.dtype,
use_pbr=self.use_pbr,
cache_dir=self.cache_dir,
)
return self._material_texture
@torch.no_grad()
def __call__(
self,
image: Union[str, Path, Image.Image, np.ndarray],
room_type_hint: Optional[str] = None,
style_hint: Optional[str] = None,
output_formats: Optional[List[str]] = None,
return_intermediates: bool = False,
) -> InteriorFusionOutput:
"""
Run full InteriorFusion pipeline on a single interior image.
Args:
image: Input interior photograph
room_type_hint: Optional room type ("living_room", "bedroom", etc.)
style_hint: Optional style ("modern", "scandinavian", etc.)
output_formats: List of formats to export ["glb", "fbx", "obj", "usdz", "ply"]
return_intermediates: Whether to return intermediate stage outputs
Returns:
InteriorFusionOutput with all generated 3D content
"""
import time
start_time = time.time()
# Convert input to PIL Image
if isinstance(image, (str, Path)):
image = Image.open(image).convert("RGB")
elif isinstance(image, np.ndarray):
image = Image.fromarray(image).convert("RGB")
# ============================
# Phase 1: Scene Understanding
# ============================
print("[Phase 1/5] Scene Understanding...")
scene_info = self.scene_understanding(image)
depth_map = scene_info["depth"]
room_layout = scene_info["room_layout"]
semantic_seg = scene_info["semantic_segmentation"]
detected_objects = scene_info["detected_objects"]
room_type = scene_info.get("room_type", room_type_hint or "living_room")
style = scene_info.get("style", style_hint or "modern")
# ============================
# Phase 2: Multi-View Generation
# ============================
print("[Phase 2/5] Multi-View Generation...")
# Per-object multi-view generation
object_multiviews = {}
for obj_id, obj_info in detected_objects.items():
crop = obj_info["crop"]
mask = obj_info["mask"]
multiviews = self.multiview_gen.generate_object_views(
crop, mask, depth_map, num_views=6
)
object_multiviews[obj_id] = multiviews
# Room shell multi-view
room_shell_views = self.multiview_gen.generate_room_shell_views(
image, depth_map, room_layout
)
# ============================
# Phase 3: 3D Reconstruction
# ============================
print("[Phase 3/5] 3D Reconstruction...")
# Room shell reconstruction
room_shell_mesh = self.reconstruction.reconstruct_room_shell(
room_shell_views, room_layout, depth_map
)
# Per-object reconstruction
object_meshes = []
object_gaussians = []
for obj_id, multiviews in object_multiviews.items():
obj_mesh, obj_gaussians = self.reconstruction.reconstruct_object(
multiviews,
room_layout=room_layout,
depth_map=depth_map,
object_info=detected_objects[obj_id],
)
object_meshes.append(obj_mesh)
object_gaussians.append(obj_gaussians)
# Scene Gaussian splatting
gaussian_cloud = None
if self.use_gaussian_splatting:
gaussian_cloud = self.reconstruction.build_scene_gaussians(
room_shell_mesh, object_gaussians, object_meshes
)
# ============================
# Phase 4: Scene Assembly
# ============================
print("[Phase 4/5] Scene Assembly...")
assembled_scene = self.scene_assembly.assemble(
room_shell_mesh=room_shell_mesh,
object_meshes=object_meshes,
room_layout=room_layout,
detected_objects=detected_objects,
depth_map=depth_map,
)
scene_mesh = assembled_scene["scene_mesh"]
scene_graph = assembled_scene.get("scene_graph")
# ============================
# Phase 5: Material & Texture
# ============================
print("[Phase 5/5] Material & Texture...")
pbr_materials = []
if self.use_pbr:
# Room shell materials
room_shell_mesh = self.material_texture.generate_room_materials(
room_shell_mesh, image, semantic_seg
)
# Per-object materials
textured_objects = []
for i, obj_mesh in enumerate(object_meshes):
obj_id = list(detected_objects.keys())[i]
textured_obj, materials = self.material_texture.generate_object_materials(
obj_mesh,
object_multiviews[obj_id],
detected_objects[obj_id],
)
textured_objects.append(textured_obj)
pbr_materials.extend(materials)
# Re-assemble with textured objects
scene_mesh = self.scene_assembly.reassemble_with_textures(
room_shell_mesh, textured_objects, scene_graph
)
processing_time = time.time() - start_time
output = InteriorFusionOutput(
scene_mesh=scene_mesh,
room_shell_mesh=room_shell_mesh,
object_meshes=object_meshes if not self.use_pbr else textured_objects,
gaussian_cloud=gaussian_cloud,
pbr_materials=pbr_materials,
scene_graph=scene_graph,
room_layout=room_layout,
room_type=room_type,
style=style,
processing_time=processing_time,
)
print(f"\n✅ Generation complete in {processing_time:.1f}s")
print(f" Room type: {room_type}")
print(f" Style: {style}")
print(f" Objects detected: {len(detected_objects)}")
print(f" PBR materials: {len(pbr_materials)}")
return output
def edit_scene(
self,
scene_output: InteriorFusionOutput,
edits: List[dict],
) -> InteriorFusionOutput:
"""
Apply edits to a generated scene.
Edits format:
[
{"action": "move", "object_id": 0, "position": [x, y, z]},
{"action": "replace", "object_id": 1, "new_image": Image},
{"action": "remove", "object_id": 2},
{"action": "add", "new_image": Image, "position": [x, y, z]},
]
"""
print(f"Applying {len(edits)} edits...")
scene_graph = scene_output.scene_graph or {}
object_meshes = list(scene_output.object_meshes)
for edit in edits:
action = edit["action"]
if action == "move":
obj_id = edit["object_id"]
new_pos = edit["position"]
# Update scene graph
if "nodes" in scene_graph and obj_id < len(scene_graph["nodes"]):
scene_graph["nodes"][obj_id]["position"] = new_pos
# Update mesh transform
if obj_id < len(object_meshes):
# Apply translation
mesh = object_meshes[obj_id]
mesh.vertices += np.array(new_pos)
elif action == "replace":
obj_id = edit["object_id"]
new_image = edit["new_image"]
# Generate new object from image
new_multiviews = self.multiview_gen.generate_object_views(
new_image, None, None, num_views=6
)
new_mesh, _ = self.reconstruction.reconstruct_object(
new_multiviews, room_layout=scene_output.room_layout
)
object_meshes[obj_id] = new_mesh
elif action == "remove":
obj_id = edit["object_id"]
if obj_id < len(object_meshes):
object_meshes.pop(obj_id)
elif action == "add":
new_image = edit["new_image"]
position = edit["position"]
new_multiviews = self.multiview_gen.generate_object_views(
new_image, None, None, num_views=6
)
new_mesh, _ = self.reconstruction.reconstruct_object(
new_multiviews, room_layout=scene_output.room_layout
)
new_mesh.vertices += np.array(position)
object_meshes.append(new_mesh)
# Re-assemble
assembled = self.scene_assembly.reassemble_with_textures(
scene_output.room_shell_mesh,
object_meshes,
scene_graph,
)
return InteriorFusionOutput(
scene_mesh=assembled,
room_shell_mesh=scene_output.room_shell_mesh,
object_meshes=object_meshes,
gaussian_cloud=scene_output.gaussian_cloud,
pbr_materials=scene_output.pbr_materials,
scene_graph=scene_graph,
room_layout=scene_output.room_layout,
room_type=scene_output.room_type,
style=scene_output.style,
)
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