84 lines
3.7 KiB
Python
84 lines
3.7 KiB
Python
# Hunyuan 3D is licensed under the TENCENT HUNYUAN NON-COMMERCIAL LICENSE AGREEMENT
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# except for the third-party components listed below.
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# Hunyuan 3D does not impose any additional limitations beyond what is outlined
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# in the repsective licenses of these third-party components.
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# Users must comply with all terms and conditions of original licenses of these third-party
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# components and must ensure that the usage of the third party components adheres to
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# all relevant laws and regulations.
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# For avoidance of doubts, Hunyuan 3D means the large language models and
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# their software and algorithms, including trained model weights, parameters (including
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# optimizer states), machine-learning model code, inference-enabling code, training-enabling code,
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# fine-tuning enabling code and other elements of the foregoing made publicly available
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# by Tencent in accordance with TENCENT HUNYUAN COMMUNITY LICENSE AGREEMENT.
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import numpy as np
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def meshVerticeInpaint_smooth(texture, mask, vtx_pos, vtx_uv, pos_idx, uv_idx):
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texture_height, texture_width, texture_channel = texture.shape
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vtx_num = vtx_pos.shape[0]
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vtx_mask = np.zeros(vtx_num, dtype=np.float32)
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vtx_color = [np.zeros(texture_channel, dtype=np.float32) for _ in range(vtx_num)]
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uncolored_vtxs = []
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G = [[] for _ in range(vtx_num)]
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for i in range(uv_idx.shape[0]):
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for k in range(3):
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vtx_uv_idx = uv_idx[i, k]
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vtx_idx = pos_idx[i, k]
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uv_v = int(round(vtx_uv[vtx_uv_idx, 0] * (texture_width - 1)))
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uv_u = int(round((1.0 - vtx_uv[vtx_uv_idx, 1]) * (texture_height - 1)))
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if mask[uv_u, uv_v] > 0:
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vtx_mask[vtx_idx] = 1.0
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vtx_color[vtx_idx] = texture[uv_u, uv_v]
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else:
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uncolored_vtxs.append(vtx_idx)
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G[pos_idx[i, k]].append(pos_idx[i, (k + 1) % 3])
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smooth_count = 2
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last_uncolored_vtx_count = 0
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while smooth_count > 0:
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uncolored_vtx_count = 0
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for vtx_idx in uncolored_vtxs:
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sum_color = np.zeros(texture_channel, dtype=np.float32)
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total_weight = 0.0
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vtx_0 = vtx_pos[vtx_idx]
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for connected_idx in G[vtx_idx]:
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if vtx_mask[connected_idx] > 0:
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vtx1 = vtx_pos[connected_idx]
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dist = np.sqrt(np.sum((vtx_0 - vtx1) ** 2))
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dist_weight = 1.0 / max(dist, 1e-4)
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dist_weight *= dist_weight
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sum_color += vtx_color[connected_idx] * dist_weight
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total_weight += dist_weight
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if total_weight > 0:
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vtx_color[vtx_idx] = sum_color / total_weight
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vtx_mask[vtx_idx] = 1.0
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else:
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uncolored_vtx_count += 1
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if last_uncolored_vtx_count == uncolored_vtx_count:
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smooth_count -= 1
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else:
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smooth_count += 1
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last_uncolored_vtx_count = uncolored_vtx_count
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new_texture = texture.copy()
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new_mask = mask.copy()
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for face_idx in range(uv_idx.shape[0]):
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for k in range(3):
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vtx_uv_idx = uv_idx[face_idx, k]
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vtx_idx = pos_idx[face_idx, k]
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if vtx_mask[vtx_idx] == 1.0:
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uv_v = int(round(vtx_uv[vtx_uv_idx, 0] * (texture_width - 1)))
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uv_u = int(round((1.0 - vtx_uv[vtx_uv_idx, 1]) * (texture_height - 1)))
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new_texture[uv_u, uv_v] = vtx_color[vtx_idx]
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new_mask[uv_u, uv_v] = 255
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return new_texture, new_mask
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def meshVerticeInpaint(texture, mask, vtx_pos, vtx_uv, pos_idx, uv_idx, method="smooth"):
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if method == "smooth":
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return meshVerticeInpaint_smooth(texture, mask, vtx_pos, vtx_uv, pos_idx, uv_idx)
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else:
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raise ValueError("Invalid method. Use 'smooth' or 'forward'.") |