Spaces:
Sleeping
Sleeping
File size: 5,544 Bytes
8e0b903 |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 |
import numpy as np
import torch
import xatlas
import trimesh
import moderngl
from PIL import Image
def make_atlas(mesh, texture_resolution, texture_padding):
atlas = xatlas.Atlas()
atlas.add_mesh(mesh.vertices, mesh.faces)
options = xatlas.PackOptions()
options.resolution = texture_resolution
options.padding = texture_padding
options.bilinear = True
atlas.generate(pack_options=options)
vmapping, indices, uvs = atlas[0]
return {
"vmapping": vmapping,
"indices": indices,
"uvs": uvs,
}
def rasterize_position_atlas(
mesh, atlas_vmapping, atlas_indices, atlas_uvs, texture_resolution, texture_padding
):
ctx = moderngl.create_context(standalone=True)
basic_prog = ctx.program(
vertex_shader="""
#version 330
in vec2 in_uv;
in vec3 in_pos;
out vec3 v_pos;
void main() {
v_pos = in_pos;
gl_Position = vec4(in_uv * 2.0 - 1.0, 0.0, 1.0);
}
""",
fragment_shader="""
#version 330
in vec3 v_pos;
out vec4 o_col;
void main() {
o_col = vec4(v_pos, 1.0);
}
""",
)
gs_prog = ctx.program(
vertex_shader="""
#version 330
in vec2 in_uv;
in vec3 in_pos;
out vec3 vg_pos;
void main() {
vg_pos = in_pos;
gl_Position = vec4(in_uv * 2.0 - 1.0, 0.0, 1.0);
}
""",
geometry_shader="""
#version 330
uniform float u_resolution;
uniform float u_dilation;
layout (triangles) in;
layout (triangle_strip, max_vertices = 12) out;
in vec3 vg_pos[];
out vec3 vf_pos;
void lineSegment(int aidx, int bidx) {
vec2 a = gl_in[aidx].gl_Position.xy;
vec2 b = gl_in[bidx].gl_Position.xy;
vec3 aCol = vg_pos[aidx];
vec3 bCol = vg_pos[bidx];
vec2 dir = normalize((b - a) * u_resolution);
vec2 offset = vec2(-dir.y, dir.x) * u_dilation / u_resolution;
gl_Position = vec4(a + offset, 0.0, 1.0);
vf_pos = aCol;
EmitVertex();
gl_Position = vec4(a - offset, 0.0, 1.0);
vf_pos = aCol;
EmitVertex();
gl_Position = vec4(b + offset, 0.0, 1.0);
vf_pos = bCol;
EmitVertex();
gl_Position = vec4(b - offset, 0.0, 1.0);
vf_pos = bCol;
EmitVertex();
}
void main() {
lineSegment(0, 1);
lineSegment(1, 2);
lineSegment(2, 0);
EndPrimitive();
}
""",
fragment_shader="""
#version 330
in vec3 vf_pos;
out vec4 o_col;
void main() {
o_col = vec4(vf_pos, 1.0);
}
""",
)
uvs = atlas_uvs.flatten().astype("f4")
pos = mesh.vertices[atlas_vmapping].flatten().astype("f4")
indices = atlas_indices.flatten().astype("i4")
vbo_uvs = ctx.buffer(uvs)
vbo_pos = ctx.buffer(pos)
ibo = ctx.buffer(indices)
vao_content = [
vbo_uvs.bind("in_uv", layout="2f"),
vbo_pos.bind("in_pos", layout="3f"),
]
basic_vao = ctx.vertex_array(basic_prog, vao_content, ibo)
gs_vao = ctx.vertex_array(gs_prog, vao_content, ibo)
fbo = ctx.framebuffer(
color_attachments=[
ctx.texture((texture_resolution, texture_resolution), 4, dtype="f4")
]
)
fbo.use()
fbo.clear(0.0, 0.0, 0.0, 0.0)
gs_prog["u_resolution"].value = texture_resolution
gs_prog["u_dilation"].value = texture_padding
gs_vao.render()
basic_vao.render()
fbo_bytes = fbo.color_attachments[0].read()
fbo_np = np.frombuffer(fbo_bytes, dtype="f4").reshape(
texture_resolution, texture_resolution, 4
)
return fbo_np
def positions_to_colors(model, scene_code, positions_texture, texture_resolution):
positions = torch.tensor(positions_texture.reshape(-1, 4)[:, :-1])
with torch.no_grad():
queried_grid = model.renderer.query_triplane(
model.decoder,
positions,
scene_code,
)
rgb_f = queried_grid["color"].numpy().reshape(-1, 3)
rgba_f = np.insert(rgb_f, 3, positions_texture.reshape(-1, 4)[:, -1], axis=1)
rgba_f[rgba_f[:, -1] == 0.0] = [0, 0, 0, 0]
return rgba_f.reshape(texture_resolution, texture_resolution, 4)
def bake_texture(mesh, model, scene_code, texture_resolution):
texture_padding = round(max(2, texture_resolution / 256))
atlas = make_atlas(mesh, texture_resolution, texture_padding)
positions_texture = rasterize_position_atlas(
mesh,
atlas["vmapping"],
atlas["indices"],
atlas["uvs"],
texture_resolution,
texture_padding,
)
colors_texture = positions_to_colors(
model, scene_code, positions_texture, texture_resolution
)
return {
"vmapping": atlas["vmapping"],
"indices": atlas["indices"],
"uvs": atlas["uvs"],
"colors": colors_texture,
}
|