Spaces:
Running
on
Zero
Running
on
Zero
# Hunyuan 3D is licensed under the TENCENT HUNYUAN NON-COMMERCIAL LICENSE AGREEMENT | |
# except for the third-party components listed below. | |
# Hunyuan 3D does not impose any additional limitations beyond what is outlined | |
# in the repsective licenses of these third-party components. | |
# Users must comply with all terms and conditions of original licenses of these third-party | |
# components and must ensure that the usage of the third party components adheres to | |
# all relevant laws and regulations. | |
# For avoidance of doubts, Hunyuan 3D means the large language models and | |
# their software and algorithms, including trained model weights, parameters (including | |
# optimizer states), machine-learning model code, inference-enabling code, training-enabling code, | |
# fine-tuning enabling code and other elements of the foregoing made publicly available | |
# by Tencent in accordance with TENCENT HUNYUAN COMMUNITY LICENSE AGREEMENT. | |
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'.") |