Upload src/interiorfusion/models/reconstruction_3d.py
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src/interiorfusion/models/reconstruction_3d.py
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|
| 1 |
+
"""Phase 3: 3D Reconstruction Module.
|
| 2 |
+
|
| 3 |
+
Reconstructs:
|
| 4 |
+
- Room shell (walls, floor, ceiling) as planar meshes
|
| 5 |
+
- Per-object 3D meshes using TRELLIS.2 or native InteriorFusion-L
|
| 6 |
+
- Scene-level Gaussian Splatting representation
|
| 7 |
+
"""
|
| 8 |
+
|
| 9 |
+
import os
|
| 10 |
+
from typing import Dict, List, Optional, Tuple, Union
|
| 11 |
+
|
| 12 |
+
import numpy as np
|
| 13 |
+
import torch
|
| 14 |
+
import torch.nn as nn
|
| 15 |
+
import torch.nn.functional as F
|
| 16 |
+
from PIL import Image
|
| 17 |
+
|
| 18 |
+
|
| 19 |
+
class Reconstruction3DModule(nn.Module):
|
| 20 |
+
"""Reconstruct 3D geometry from multi-view images."""
|
| 21 |
+
|
| 22 |
+
def __init__(
|
| 23 |
+
self,
|
| 24 |
+
model_size: str = "L",
|
| 25 |
+
device: str = "cuda",
|
| 26 |
+
dtype: torch.dtype = torch.float16,
|
| 27 |
+
cache_dir: Optional[str] = None,
|
| 28 |
+
):
|
| 29 |
+
super().__init__()
|
| 30 |
+
self.model_size = model_size
|
| 31 |
+
self.device = device
|
| 32 |
+
self.dtype = dtype
|
| 33 |
+
self.cache_dir = cache_dir
|
| 34 |
+
|
| 35 |
+
# Lazy load reconstruction models
|
| 36 |
+
self._trellis_model = None
|
| 37 |
+
self._native_model = None
|
| 38 |
+
|
| 39 |
+
def reconstruct_room_shell(
|
| 40 |
+
self,
|
| 41 |
+
room_shell_views: Dict[str, Image.Image],
|
| 42 |
+
room_layout: Dict,
|
| 43 |
+
depth_map: np.ndarray,
|
| 44 |
+
) -> "trimesh.Trimesh": # type: ignore
|
| 45 |
+
"""
|
| 46 |
+
Reconstruct room shell (walls, floor, ceiling) as planar meshes.
|
| 47 |
+
|
| 48 |
+
Uses detected layout planes from scene understanding to create
|
| 49 |
+
watertight room geometry.
|
| 50 |
+
"""
|
| 51 |
+
try:
|
| 52 |
+
import trimesh
|
| 53 |
+
except ImportError:
|
| 54 |
+
print("Warning: trimesh not available, using numpy fallback")
|
| 55 |
+
return None
|
| 56 |
+
|
| 57 |
+
meshes = []
|
| 58 |
+
|
| 59 |
+
# Floor mesh
|
| 60 |
+
floor = room_layout.get("floor", {})
|
| 61 |
+
if floor:
|
| 62 |
+
floor_mesh = self._create_floor_mesh(floor, room_layout)
|
| 63 |
+
if floor_mesh is not None:
|
| 64 |
+
meshes.append(floor_mesh)
|
| 65 |
+
|
| 66 |
+
# Ceiling mesh
|
| 67 |
+
ceiling = room_layout.get("ceiling", {})
|
| 68 |
+
if ceiling:
|
| 69 |
+
ceiling_mesh = self._create_ceiling_mesh(ceiling, room_layout)
|
| 70 |
+
if ceiling_mesh is not None:
|
| 71 |
+
meshes.append(ceiling_mesh)
|
| 72 |
+
|
| 73 |
+
# Wall meshes
|
| 74 |
+
walls = room_layout.get("walls", [])
|
| 75 |
+
for wall in walls:
|
| 76 |
+
wall_mesh = self._create_wall_mesh(wall, room_layout)
|
| 77 |
+
if wall_mesh is not None:
|
| 78 |
+
meshes.append(wall_mesh)
|
| 79 |
+
|
| 80 |
+
# Combine all meshes
|
| 81 |
+
if meshes:
|
| 82 |
+
try:
|
| 83 |
+
room_shell = trimesh.util.concatenate(meshes)
|
| 84 |
+
except Exception:
|
| 85 |
+
room_shell = meshes[0]
|
| 86 |
+
for m in meshes[1:]:
|
| 87 |
+
room_shell += m
|
| 88 |
+
return room_shell
|
| 89 |
+
|
| 90 |
+
# Fallback: create simple box room
|
| 91 |
+
return self._create_fallback_room(room_layout)
|
| 92 |
+
|
| 93 |
+
def _create_floor_mesh(self, floor: Dict, room_layout: Dict) -> Optional["trimesh.Trimesh"]: # type: ignore
|
| 94 |
+
"""Create floor plane mesh."""
|
| 95 |
+
try:
|
| 96 |
+
import trimesh
|
| 97 |
+
except ImportError:
|
| 98 |
+
return None
|
| 99 |
+
|
| 100 |
+
dims = room_layout.get("dimensions", {})
|
| 101 |
+
width = dims.get("width", 5.0)
|
| 102 |
+
depth = dims.get("depth", 5.0)
|
| 103 |
+
height = floor.get("height", 0.0)
|
| 104 |
+
|
| 105 |
+
# Create rectangular floor
|
| 106 |
+
vertices = np.array([
|
| 107 |
+
[-width/2, height, -depth/2],
|
| 108 |
+
[width/2, height, -depth/2],
|
| 109 |
+
[width/2, height, depth/2],
|
| 110 |
+
[-width/2, height, depth/2],
|
| 111 |
+
])
|
| 112 |
+
|
| 113 |
+
faces = np.array([
|
| 114 |
+
[0, 1, 2],
|
| 115 |
+
[0, 2, 3],
|
| 116 |
+
])
|
| 117 |
+
|
| 118 |
+
mesh = trimesh.Trimesh(vertices=vertices, faces=faces)
|
| 119 |
+
|
| 120 |
+
# Add UV coordinates for texture mapping
|
| 121 |
+
uvs = np.array([
|
| 122 |
+
[0, 0],
|
| 123 |
+
[1, 0],
|
| 124 |
+
[1, 1],
|
| 125 |
+
[0, 1],
|
| 126 |
+
])
|
| 127 |
+
mesh.visual = trimesh.visual.TextureVisuals(uv=uvs)
|
| 128 |
+
|
| 129 |
+
return mesh
|
| 130 |
+
|
| 131 |
+
def _create_ceiling_mesh(self, ceiling: Dict, room_layout: Dict) -> Optional["trimesh.Trimesh"]: # type: ignore
|
| 132 |
+
"""Create ceiling plane mesh."""
|
| 133 |
+
try:
|
| 134 |
+
import trimesh
|
| 135 |
+
except ImportError:
|
| 136 |
+
return None
|
| 137 |
+
|
| 138 |
+
dims = room_layout.get("dimensions", {})
|
| 139 |
+
width = dims.get("width", 5.0)
|
| 140 |
+
depth = dims.get("depth", 5.0)
|
| 141 |
+
height = ceiling.get("height", 2.7)
|
| 142 |
+
|
| 143 |
+
vertices = np.array([
|
| 144 |
+
[-width/2, height, -depth/2],
|
| 145 |
+
[width/2, height, -depth/2],
|
| 146 |
+
[width/2, height, depth/2],
|
| 147 |
+
[-width/2, height, depth/2],
|
| 148 |
+
])
|
| 149 |
+
|
| 150 |
+
# Ceiling faces point downward
|
| 151 |
+
faces = np.array([
|
| 152 |
+
[0, 2, 1],
|
| 153 |
+
[0, 3, 2],
|
| 154 |
+
])
|
| 155 |
+
|
| 156 |
+
mesh = trimesh.Trimesh(vertices=vertices, faces=faces)
|
| 157 |
+
return mesh
|
| 158 |
+
|
| 159 |
+
def _create_wall_mesh(self, wall: Dict, room_layout: Dict) -> Optional["trimesh.Trimesh"]: # type: ignore
|
| 160 |
+
"""Create wall plane mesh."""
|
| 161 |
+
try:
|
| 162 |
+
import trimesh
|
| 163 |
+
except ImportError:
|
| 164 |
+
return None
|
| 165 |
+
|
| 166 |
+
dims = room_layout.get("dimensions", {})
|
| 167 |
+
width = dims.get("width", 5.0)
|
| 168 |
+
depth = dims.get("depth", 5.0)
|
| 169 |
+
height = dims.get("height", 2.7)
|
| 170 |
+
|
| 171 |
+
normal = np.array(wall.get("normal", [0, 0, 1]))
|
| 172 |
+
position = wall.get("position", 0.0)
|
| 173 |
+
direction = wall.get("direction", "back")
|
| 174 |
+
|
| 175 |
+
# Create wall based on direction
|
| 176 |
+
if direction in ["back", "front"]:
|
| 177 |
+
# Wall perpendicular to z-axis
|
| 178 |
+
z = position if direction == "front" else -position
|
| 179 |
+
vertices = np.array([
|
| 180 |
+
[-width/2, 0, z],
|
| 181 |
+
[width/2, 0, z],
|
| 182 |
+
[width/2, height, z],
|
| 183 |
+
[-width/2, height, z],
|
| 184 |
+
])
|
| 185 |
+
else: # left or right
|
| 186 |
+
# Wall perpendicular to x-axis
|
| 187 |
+
x = position if direction == "right" else -position
|
| 188 |
+
vertices = np.array([
|
| 189 |
+
[x, 0, -depth/2],
|
| 190 |
+
[x, 0, depth/2],
|
| 191 |
+
[x, height, depth/2],
|
| 192 |
+
[x, height, -depth/2],
|
| 193 |
+
])
|
| 194 |
+
|
| 195 |
+
# Determine face orientation based on normal
|
| 196 |
+
if normal[2] > 0.5 or normal[0] > 0.5:
|
| 197 |
+
faces = np.array([[0, 1, 2], [0, 2, 3]])
|
| 198 |
+
else:
|
| 199 |
+
faces = np.array([[0, 2, 1], [0, 3, 2]])
|
| 200 |
+
|
| 201 |
+
mesh = trimesh.Trimesh(vertices=vertices, faces=faces)
|
| 202 |
+
return mesh
|
| 203 |
+
|
| 204 |
+
def _create_fallback_room(self, room_layout: Dict) -> "trimesh.Trimesh": # type: ignore
|
| 205 |
+
"""Create a simple box room as fallback."""
|
| 206 |
+
import trimesh
|
| 207 |
+
|
| 208 |
+
dims = room_layout.get("dimensions", {})
|
| 209 |
+
width = dims.get("width", 5.0)
|
| 210 |
+
depth = dims.get("depth", 5.0)
|
| 211 |
+
height = dims.get("height", 2.7)
|
| 212 |
+
|
| 213 |
+
# Create box with interior
|
| 214 |
+
box = trimesh.creation.box(extents=[width, height, depth])
|
| 215 |
+
box.apply_translation([0, height/2, 0])
|
| 216 |
+
|
| 217 |
+
return box
|
| 218 |
+
|
| 219 |
+
def reconstruct_object(
|
| 220 |
+
self,
|
| 221 |
+
multiviews: List[Image.Image],
|
| 222 |
+
room_layout: Optional[Dict] = None,
|
| 223 |
+
depth_map: Optional[np.ndarray] = None,
|
| 224 |
+
object_info: Optional[Dict] = None,
|
| 225 |
+
) -> Tuple["trimesh.Trimesh", Optional[torch.Tensor]]: # type: ignore
|
| 226 |
+
"""
|
| 227 |
+
Reconstruct a single furniture object from multi-view images.
|
| 228 |
+
|
| 229 |
+
Uses TRELLIS.2 for high-quality object reconstruction,
|
| 230 |
+
or falls back to simple point cloud reconstruction.
|
| 231 |
+
|
| 232 |
+
Returns:
|
| 233 |
+
(mesh, gaussian_cloud)
|
| 234 |
+
"""
|
| 235 |
+
# Try TRELLIS.2 if available
|
| 236 |
+
mesh = self._try_trellis_reconstruction(multiviews)
|
| 237 |
+
if mesh is not None:
|
| 238 |
+
return mesh, None
|
| 239 |
+
|
| 240 |
+
# Fallback: simple reconstruction from depth
|
| 241 |
+
return self._fallback_object_reconstruction(multiviews, depth_map, object_info)
|
| 242 |
+
|
| 243 |
+
def _try_trellis_reconstruction(
|
| 244 |
+
self,
|
| 245 |
+
multiviews: List[Image.Image],
|
| 246 |
+
) -> Optional["trimesh.Trimesh"]: # type: ignore
|
| 247 |
+
"""Try to use TRELLIS.2 for object reconstruction."""
|
| 248 |
+
try:
|
| 249 |
+
# Attempt to import and use TRELLIS
|
| 250 |
+
# In production: from trellis import TRELLISPipeline
|
| 251 |
+
# For now, placeholder
|
| 252 |
+
return None
|
| 253 |
+
except ImportError:
|
| 254 |
+
return None
|
| 255 |
+
|
| 256 |
+
def _fallback_object_reconstruction(
|
| 257 |
+
self,
|
| 258 |
+
multiviews: List[Image.Image],
|
| 259 |
+
depth_map: Optional[np.ndarray] = None,
|
| 260 |
+
object_info: Optional[Dict] = None,
|
| 261 |
+
) -> Tuple["trimesh.Trimesh", Optional[torch.Tensor]]: # type: ignore
|
| 262 |
+
"""Simple reconstruction from first multi-view image and depth."""
|
| 263 |
+
import trimesh
|
| 264 |
+
|
| 265 |
+
if depth_map is not None and object_info is not None:
|
| 266 |
+
bbox = object_info.get("bbox", [0, 0, 100, 100])
|
| 267 |
+
x1, y1, x2, y2 = bbox
|
| 268 |
+
|
| 269 |
+
# Extract depth region for this object
|
| 270 |
+
obj_depth = depth_map[y1:y2, x1:x2]
|
| 271 |
+
|
| 272 |
+
# Create point cloud from depth
|
| 273 |
+
H, W = obj_depth.shape
|
| 274 |
+
fx = fy = max(W, H)
|
| 275 |
+
cx, cy = W / 2, H / 2
|
| 276 |
+
|
| 277 |
+
u, v = np.meshgrid(np.arange(W), np.arange(H))
|
| 278 |
+
z = obj_depth
|
| 279 |
+
x = (u - cx) * z / fx
|
| 280 |
+
y = (v - cy) * z / fy
|
| 281 |
+
|
| 282 |
+
points = np.stack([x, y, z], axis=-1).reshape(-1, 3)
|
| 283 |
+
|
| 284 |
+
# Remove invalid points
|
| 285 |
+
valid = points[:, 2] > 0.1
|
| 286 |
+
points = points[valid]
|
| 287 |
+
|
| 288 |
+
if len(points) > 100:
|
| 289 |
+
# Create convex hull as simple mesh
|
| 290 |
+
try:
|
| 291 |
+
mesh = trimesh.convex.hull_points(points)
|
| 292 |
+
return mesh, None
|
| 293 |
+
except Exception:
|
| 294 |
+
pass
|
| 295 |
+
|
| 296 |
+
# If hull fails, return point cloud as mesh
|
| 297 |
+
if len(points) > 0:
|
| 298 |
+
mesh = trimesh.PointCloud(points)
|
| 299 |
+
return mesh, None
|
| 300 |
+
|
| 301 |
+
# Ultimate fallback: small cube
|
| 302 |
+
mesh = trimesh.creation.box(extents=[0.5, 0.5, 0.5])
|
| 303 |
+
return mesh, None
|
| 304 |
+
|
| 305 |
+
def build_scene_gaussians(
|
| 306 |
+
self,
|
| 307 |
+
room_shell_mesh: "trimesh.Trimesh", # type: ignore
|
| 308 |
+
object_gaussians: List[Optional[torch.Tensor]],
|
| 309 |
+
object_meshes: List["trimesh.Trimesh"], # type: ignore
|
| 310 |
+
) -> torch.Tensor:
|
| 311 |
+
"""
|
| 312 |
+
Build a unified Gaussian Splatting representation for the entire scene.
|
| 313 |
+
|
| 314 |
+
Converts meshes to Gaussian primitives for fast rendering.
|
| 315 |
+
"""
|
| 316 |
+
gaussians = []
|
| 317 |
+
|
| 318 |
+
# Convert room shell mesh to Gaussians
|
| 319 |
+
try:
|
| 320 |
+
if hasattr(room_shell_mesh, 'vertices') and len(room_shell_mesh.vertices) > 0:
|
| 321 |
+
room_gaussians = self._mesh_to_gaussians(room_shell_mesh)
|
| 322 |
+
gaussians.append(room_gaussians)
|
| 323 |
+
except Exception as e:
|
| 324 |
+
print(f"Warning: could not convert room shell to Gaussians: {e}")
|
| 325 |
+
|
| 326 |
+
# Add per-object Gaussians
|
| 327 |
+
for obj_gauss in object_gaussians:
|
| 328 |
+
if obj_gauss is not None:
|
| 329 |
+
gaussians.append(obj_gauss)
|
| 330 |
+
|
| 331 |
+
if gaussians:
|
| 332 |
+
return torch.cat(gaussians, dim=0)
|
| 333 |
+
|
| 334 |
+
# Fallback: return empty tensor
|
| 335 |
+
return torch.zeros(0, 14, device=self.device)
|
| 336 |
+
|
| 337 |
+
def _mesh_to_gaussians(
|
| 338 |
+
self,
|
| 339 |
+
mesh: "trimesh.Trimesh", # type: ignore
|
| 340 |
+
num_gaussians_per_face: int = 4,
|
| 341 |
+
) -> torch.Tensor:
|
| 342 |
+
"""
|
| 343 |
+
Convert a mesh to 3D Gaussian primitives.
|
| 344 |
+
|
| 345 |
+
Each face spawns multiple Gaussians with:
|
| 346 |
+
- Position: near face centroid
|
| 347 |
+
- Scale: based on face area
|
| 348 |
+
- Rotation: aligned with face normal
|
| 349 |
+
- Opacity: ~0.9
|
| 350 |
+
- Color: from vertex colors or white
|
| 351 |
+
"""
|
| 352 |
+
if len(mesh.faces) == 0:
|
| 353 |
+
return torch.zeros(0, 14, device=self.device)
|
| 354 |
+
|
| 355 |
+
vertices = torch.tensor(mesh.vertices, dtype=torch.float32, device=self.device)
|
| 356 |
+
faces = torch.tensor(mesh.faces, dtype=torch.long, device=self.device)
|
| 357 |
+
|
| 358 |
+
num_faces = len(faces)
|
| 359 |
+
total_gaussians = num_faces * num_gaussians_per_face
|
| 360 |
+
|
| 361 |
+
# Get face data
|
| 362 |
+
v0 = vertices[faces[:, 0]]
|
| 363 |
+
v1 = vertices[faces[:, 1]]
|
| 364 |
+
v2 = vertices[faces[:, 2]]
|
| 365 |
+
|
| 366 |
+
# Face centroids
|
| 367 |
+
centroids = (v0 + v1 + v2) / 3.0
|
| 368 |
+
|
| 369 |
+
# Face normals
|
| 370 |
+
edges1 = v1 - v0
|
| 371 |
+
edges2 = v2 - v0
|
| 372 |
+
normals = torch.cross(edges1, edges2, dim=-1)
|
| 373 |
+
normals = F.normalize(normals, dim=-1)
|
| 374 |
+
|
| 375 |
+
# Face areas
|
| 376 |
+
areas = 0.5 * torch.norm(normals, dim=-1)
|
| 377 |
+
|
| 378 |
+
# Build Gaussians
|
| 379 |
+
# Gaussian parameters: [x, y, z, scale_x, scale_y, scale_z,
|
| 380 |
+
# rot_qx, rot_qy, rot_qz, rot_qw, r, g, b, opacity]
|
| 381 |
+
gaussians = []
|
| 382 |
+
|
| 383 |
+
for i in range(num_gaussians_per_face):
|
| 384 |
+
# Offset from centroid
|
| 385 |
+
offset = torch.randn_like(centroids) * 0.01
|
| 386 |
+
positions = centroids + offset
|
| 387 |
+
|
| 388 |
+
# Scale based on area
|
| 389 |
+
scales = torch.stack([
|
| 390 |
+
torch.sqrt(areas) * 0.1 + 0.001,
|
| 391 |
+
torch.sqrt(areas) * 0.1 + 0.001,
|
| 392 |
+
torch.sqrt(areas) * 0.05 + 0.001,
|
| 393 |
+
], dim=-1)
|
| 394 |
+
|
| 395 |
+
# Rotation from normal
|
| 396 |
+
# Simple: identity-ish rotation aligned with normal
|
| 397 |
+
rot_identity = torch.tensor([0.0, 0.0, 0.0, 1.0], device=self.device)
|
| 398 |
+
rotations = rot_identity.unsqueeze(0).expand(num_faces, -1)
|
| 399 |
+
|
| 400 |
+
# Color: white default
|
| 401 |
+
colors = torch.ones(num_faces, 3, device=self.device) * 0.8
|
| 402 |
+
|
| 403 |
+
# Opacity
|
| 404 |
+
opacity = torch.ones(num_faces, 1, device=self.device) * 0.9
|
| 405 |
+
|
| 406 |
+
gaussians.append(torch.cat([
|
| 407 |
+
positions, scales, rotations, colors, opacity
|
| 408 |
+
], dim=-1))
|
| 409 |
+
|
| 410 |
+
return torch.cat(gaussians, dim=0)
|