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Upload src/interiorfusion/models/reconstruction_3d.py

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src/interiorfusion/models/reconstruction_3d.py ADDED
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+ """Phase 3: 3D Reconstruction Module.
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+
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+ Reconstructs:
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+ - Room shell (walls, floor, ceiling) as planar meshes
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+ - Per-object 3D meshes using TRELLIS.2 or native InteriorFusion-L
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+ - Scene-level Gaussian Splatting representation
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+ """
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+
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+ import os
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+ from typing import Dict, List, Optional, Tuple, Union
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+
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+ import numpy as np
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+ import torch
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+ import torch.nn as nn
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+ import torch.nn.functional as F
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+ from PIL import Image
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+
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+
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+ class Reconstruction3DModule(nn.Module):
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+ """Reconstruct 3D geometry from multi-view images."""
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+
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+ def __init__(
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+ self,
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+ model_size: str = "L",
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+ device: str = "cuda",
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+ dtype: torch.dtype = torch.float16,
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+ cache_dir: Optional[str] = None,
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+ ):
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+ super().__init__()
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+ self.model_size = model_size
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+ self.device = device
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+ self.dtype = dtype
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+ self.cache_dir = cache_dir
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+
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+ # Lazy load reconstruction models
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+ self._trellis_model = None
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+ self._native_model = None
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+
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+ def reconstruct_room_shell(
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+ self,
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+ room_shell_views: Dict[str, Image.Image],
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+ room_layout: Dict,
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+ depth_map: np.ndarray,
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+ ) -> "trimesh.Trimesh": # type: ignore
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+ """
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+ Reconstruct room shell (walls, floor, ceiling) as planar meshes.
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+
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+ Uses detected layout planes from scene understanding to create
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+ watertight room geometry.
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+ """
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+ try:
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+ import trimesh
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+ except ImportError:
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+ print("Warning: trimesh not available, using numpy fallback")
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+ return None
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+
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+ meshes = []
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+
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+ # Floor mesh
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+ floor = room_layout.get("floor", {})
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+ if floor:
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+ floor_mesh = self._create_floor_mesh(floor, room_layout)
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+ if floor_mesh is not None:
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+ meshes.append(floor_mesh)
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+
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+ # Ceiling mesh
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+ ceiling = room_layout.get("ceiling", {})
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+ if ceiling:
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+ ceiling_mesh = self._create_ceiling_mesh(ceiling, room_layout)
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+ if ceiling_mesh is not None:
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+ meshes.append(ceiling_mesh)
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+
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+ # Wall meshes
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+ walls = room_layout.get("walls", [])
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+ for wall in walls:
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+ wall_mesh = self._create_wall_mesh(wall, room_layout)
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+ if wall_mesh is not None:
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+ meshes.append(wall_mesh)
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+
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+ # Combine all meshes
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+ if meshes:
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+ try:
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+ room_shell = trimesh.util.concatenate(meshes)
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+ except Exception:
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+ room_shell = meshes[0]
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+ for m in meshes[1:]:
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+ room_shell += m
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+ return room_shell
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+
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+ # Fallback: create simple box room
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+ return self._create_fallback_room(room_layout)
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+
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+ def _create_floor_mesh(self, floor: Dict, room_layout: Dict) -> Optional["trimesh.Trimesh"]: # type: ignore
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+ """Create floor plane mesh."""
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+ try:
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+ import trimesh
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+ except ImportError:
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+ return None
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+
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+ dims = room_layout.get("dimensions", {})
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+ width = dims.get("width", 5.0)
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+ depth = dims.get("depth", 5.0)
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+ height = floor.get("height", 0.0)
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+
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+ # Create rectangular floor
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+ vertices = np.array([
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+ [-width/2, height, -depth/2],
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+ [width/2, height, -depth/2],
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+ [width/2, height, depth/2],
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+ [-width/2, height, depth/2],
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+ ])
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+
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+ faces = np.array([
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+ [0, 1, 2],
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+ [0, 2, 3],
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+ ])
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+
118
+ mesh = trimesh.Trimesh(vertices=vertices, faces=faces)
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+
120
+ # Add UV coordinates for texture mapping
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+ uvs = np.array([
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+ [0, 0],
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+ [1, 0],
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+ [1, 1],
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+ [0, 1],
126
+ ])
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+ mesh.visual = trimesh.visual.TextureVisuals(uv=uvs)
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+
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)