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# 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'.")