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Upload src/interiorfusion/pipelines.py
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"""InteriorFusion main inference pipeline."""
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,
)