diff --git a/hy3dgen/texgen/differentiable_renderer/mesh_processor.py b/hy3dgen/texgen/differentiable_renderer/mesh_processor.py new file mode 100644 index 0000000..dfd8599 --- /dev/null +++ b/hy3dgen/texgen/differentiable_renderer/mesh_processor.py @@ -0,0 +1,72 @@ +#code by MrForExample https://github.com/Tencent/Hunyuan3D-2/pull/13 + +import numpy as np + +def meshVerticeInpaint_smooth(texture, mask, vtx_pos, vtx_uv, pos_idx, uv_idx): + texture_height, texture_width, texture_channel = texture.shape + vtx_num = vtx_pos.shape[0] + + vtx_mask = np.zeros(vtx_num, dtype=np.float32) + vtx_color = [np.zeros(texture_channel, dtype=np.float32) for _ in range(vtx_num)] + uncolored_vtxs = [] + G = [[] for _ in range(vtx_num)] + + for i in range(uv_idx.shape[0]): + for k in range(3): + vtx_uv_idx = uv_idx[i, k] + vtx_idx = pos_idx[i, k] + uv_v = int(round(vtx_uv[vtx_uv_idx, 0] * (texture_width - 1))) + uv_u = int(round((1.0 - vtx_uv[vtx_uv_idx, 1]) * (texture_height - 1))) + if mask[uv_u, uv_v] > 0: + vtx_mask[vtx_idx] = 1.0 + vtx_color[vtx_idx] = texture[uv_u, uv_v] + else: + uncolored_vtxs.append(vtx_idx) + G[pos_idx[i, k]].append(pos_idx[i, (k + 1) % 3]) + + smooth_count = 2 + last_uncolored_vtx_count = 0 + while smooth_count > 0: + uncolored_vtx_count = 0 + for vtx_idx in uncolored_vtxs: + sum_color = np.zeros(texture_channel, dtype=np.float32) + total_weight = 0.0 + vtx_0 = vtx_pos[vtx_idx] + for connected_idx in G[vtx_idx]: + if vtx_mask[connected_idx] > 0: + vtx1 = vtx_pos[connected_idx] + dist = np.sqrt(np.sum((vtx_0 - vtx1) ** 2)) + dist_weight = 1.0 / max(dist, 1e-4) + dist_weight *= dist_weight + sum_color += vtx_color[connected_idx] * dist_weight + total_weight += dist_weight + if total_weight > 0: + vtx_color[vtx_idx] = sum_color / total_weight + vtx_mask[vtx_idx] = 1.0 + else: + uncolored_vtx_count += 1 + + if last_uncolored_vtx_count == uncolored_vtx_count: + smooth_count -= 1 + else: + smooth_count += 1 + last_uncolored_vtx_count = uncolored_vtx_count + + new_texture = texture.copy() + new_mask = mask.copy() + for face_idx in range(uv_idx.shape[0]): + for k in range(3): + vtx_uv_idx = uv_idx[face_idx, k] + vtx_idx = pos_idx[face_idx, k] + if vtx_mask[vtx_idx] == 1.0: + uv_v = int(round(vtx_uv[vtx_uv_idx, 0] * (texture_width - 1))) + uv_u = int(round((1.0 - vtx_uv[vtx_uv_idx, 1]) * (texture_height - 1))) + new_texture[uv_u, uv_v] = vtx_color[vtx_idx] + new_mask[uv_u, uv_v] = 255 + return new_texture, new_mask + +def meshVerticeInpaint(texture, mask, vtx_pos, vtx_uv, pos_idx, uv_idx, method="smooth"): + if method == "smooth": + return meshVerticeInpaint_smooth(texture, mask, vtx_pos, vtx_uv, pos_idx, uv_idx) + else: + raise ValueError("Invalid method. Use 'smooth' or 'forward'.") \ No newline at end of file