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import numpy as np
import torch
import torch.nn as nn
import torch.nn.functional as F
import craftsman
from craftsman.utils.typing import *
def dot(x, y):
return torch.sum(x * y, -1, keepdim=True)
class Mesh:
def __init__(
self, v_pos: Float[Tensor, "Nv 3"], t_pos_idx: Integer[Tensor, "Nf 3"], **kwargs
) -> None:
self.v_pos: Float[Tensor, "Nv 3"] = v_pos
self.t_pos_idx: Integer[Tensor, "Nf 3"] = t_pos_idx
self._v_nrm: Optional[Float[Tensor, "Nv 3"]] = None
self._v_tng: Optional[Float[Tensor, "Nv 3"]] = None
self._v_tex: Optional[Float[Tensor, "Nt 3"]] = None
self._t_tex_idx: Optional[Float[Tensor, "Nf 3"]] = None
self._v_rgb: Optional[Float[Tensor, "Nv 3"]] = None
self._edges: Optional[Integer[Tensor, "Ne 2"]] = None
self.extras: Dict[str, Any] = {}
for k, v in kwargs.items():
self.add_extra(k, v)
def add_extra(self, k, v):
self.extras[k] = v
def remove_outlier(self, outlier_n_faces_threshold: Union[int, float]):
if self.requires_grad:
craftsman.debug("Mesh is differentiable, not removing outliers")
return self
# use trimesh to first split the mesh into connected components
# then remove the components with less than n_face_threshold faces
import trimesh
# construct a trimesh object
mesh = trimesh.Trimesh(
vertices=self.v_pos.detach().cpu().numpy(),
faces=self.t_pos_idx.detach().cpu().numpy(),
)
# split the mesh into connected components
components = mesh.split(only_watertight=False)
# log the number of faces in each component
craftsman.debug(
"Mesh has {} components, with faces: {}".format(
len(components), [c.faces.shape[0] for c in components]
)
)
n_faces_threshold: int
if isinstance(outlier_n_faces_threshold, float):
# set the threshold to the number of faces in the largest component multiplied by outlier_n_faces_threshold
n_faces_threshold = int(
max([c.faces.shape[0] for c in components]) * outlier_n_faces_threshold
)
else:
# set the threshold directly to outlier_n_faces_threshold
n_faces_threshold = outlier_n_faces_threshold
# log the threshold
craftsman.debug(
"Removing components with less than {} faces".format(n_faces_threshold)
)
# remove the components with less than n_face_threshold faces
components = [c for c in components if c.faces.shape[0] >= n_faces_threshold]
# log the number of faces in each component after removing outliers
craftsman.debug(
"Mesh has {} components after removing outliers, with faces: {}".format(
len(components), [c.faces.shape[0] for c in components]
)
)
# merge the components
mesh = trimesh.util.concatenate(components)
# convert back to our mesh format
v_pos = torch.from_numpy(mesh.vertices).to(self.v_pos)
t_pos_idx = torch.from_numpy(mesh.faces).to(self.t_pos_idx)
clean_mesh = Mesh(v_pos, t_pos_idx)
# keep the extras unchanged
if len(self.extras) > 0:
clean_mesh.extras = self.extras
craftsman.debug(
f"The following extra attributes are inherited from the original mesh unchanged: {list(self.extras.keys())}"
)
return clean_mesh
@property
def requires_grad(self):
return self.v_pos.requires_grad
@property
def v_nrm(self):
if self._v_nrm is None:
self._v_nrm = self._compute_vertex_normal()
return self._v_nrm
@property
def v_tng(self):
if self._v_tng is None:
self._v_tng = self._compute_vertex_tangent()
return self._v_tng
@property
def v_tex(self):
if self._v_tex is None:
self._v_tex, self._t_tex_idx = self._unwrap_uv()
return self._v_tex
@property
def t_tex_idx(self):
if self._t_tex_idx is None:
self._v_tex, self._t_tex_idx = self._unwrap_uv()
return self._t_tex_idx
@property
def v_rgb(self):
return self._v_rgb
@property
def edges(self):
if self._edges is None:
self._edges = self._compute_edges()
return self._edges
def _compute_vertex_normal(self):
i0 = self.t_pos_idx[:, 0]
i1 = self.t_pos_idx[:, 1]
i2 = self.t_pos_idx[:, 2]
v0 = self.v_pos[i0, :]
v1 = self.v_pos[i1, :]
v2 = self.v_pos[i2, :]
face_normals = torch.cross(v1 - v0, v2 - v0)
# Splat face normals to vertices
v_nrm = torch.zeros_like(self.v_pos)
v_nrm.scatter_add_(0, i0[:, None].repeat(1, 3), face_normals)
v_nrm.scatter_add_(0, i1[:, None].repeat(1, 3), face_normals)
v_nrm.scatter_add_(0, i2[:, None].repeat(1, 3), face_normals)
# Normalize, replace zero (degenerated) normals with some default value
v_nrm = torch.where(
dot(v_nrm, v_nrm) > 1e-20, v_nrm, torch.as_tensor([0.0, 0.0, 1.0]).to(v_nrm)
)
v_nrm = F.normalize(v_nrm, dim=1)
if torch.is_anomaly_enabled():
assert torch.all(torch.isfinite(v_nrm))
return v_nrm
def _compute_vertex_tangent(self):
vn_idx = [None] * 3
pos = [None] * 3
tex = [None] * 3
for i in range(0, 3):
pos[i] = self.v_pos[self.t_pos_idx[:, i]]
tex[i] = self.v_tex[self.t_tex_idx[:, i]]
# t_nrm_idx is always the same as t_pos_idx
vn_idx[i] = self.t_pos_idx[:, i]
tangents = torch.zeros_like(self.v_nrm)
tansum = torch.zeros_like(self.v_nrm)
# Compute tangent space for each triangle
uve1 = tex[1] - tex[0]
uve2 = tex[2] - tex[0]
pe1 = pos[1] - pos[0]
pe2 = pos[2] - pos[0]
nom = pe1 * uve2[..., 1:2] - pe2 * uve1[..., 1:2]
denom = uve1[..., 0:1] * uve2[..., 1:2] - uve1[..., 1:2] * uve2[..., 0:1]
# Avoid division by zero for degenerated texture coordinates
tang = nom / torch.where(
denom > 0.0, torch.clamp(denom, min=1e-6), torch.clamp(denom, max=-1e-6)
)
# Update all 3 vertices
for i in range(0, 3):
idx = vn_idx[i][:, None].repeat(1, 3)
tangents.scatter_add_(0, idx, tang) # tangents[n_i] = tangents[n_i] + tang
tansum.scatter_add_(
0, idx, torch.ones_like(tang)
) # tansum[n_i] = tansum[n_i] + 1
tangents = tangents / tansum
# Normalize and make sure tangent is perpendicular to normal
tangents = F.normalize(tangents, dim=1)
tangents = F.normalize(tangents - dot(tangents, self.v_nrm) * self.v_nrm)
if torch.is_anomaly_enabled():
assert torch.all(torch.isfinite(tangents))
return tangents
def _unwrap_uv(
self, xatlas_chart_options: dict = {}, xatlas_pack_options: dict = {}
):
craftsman.info("Using xatlas to perform UV unwrapping, may take a while ...")
import xatlas
atlas = xatlas.Atlas()
atlas.add_mesh(
self.v_pos.detach().cpu().numpy(),
self.t_pos_idx.cpu().numpy(),
)
co = xatlas.ChartOptions()
po = xatlas.PackOptions()
for k, v in xatlas_chart_options.items():
setattr(co, k, v)
for k, v in xatlas_pack_options.items():
setattr(po, k, v)
setattr(co, 'max_cost', 2.0)
setattr(po, 'resolution', 4096)
atlas.generate(co, po, verbose=True)
vmapping, indices, uvs = atlas.get_mesh(0)
vmapping = (
torch.from_numpy(
vmapping.astype(np.uint64, casting="same_kind").view(np.int64)
)
.to(self.v_pos.device)
.long()
)
uvs = torch.from_numpy(uvs).to(self.v_pos.device).float()
indices = (
torch.from_numpy(
indices.astype(np.uint64, casting="same_kind").view(np.int64)
)
.to(self.v_pos.device)
.long()
)
return uvs, indices
def unwrap_uv(
self, xatlas_chart_options: dict = {}, xatlas_pack_options: dict = {}
):
self._v_tex, self._t_tex_idx = self._unwrap_uv(
xatlas_chart_options, xatlas_pack_options
)
def set_vertex_color(self, v_rgb):
assert v_rgb.shape[0] == self.v_pos.shape[0]
self._v_rgb = v_rgb
def _compute_edges(self):
# Compute edges
edges = torch.cat(
[
self.t_pos_idx[:, [0, 1]],
self.t_pos_idx[:, [1, 2]],
self.t_pos_idx[:, [2, 0]],
],
dim=0,
)
edges = edges.sort()[0]
edges = torch.unique(edges, dim=0)
return edges
def normal_consistency(self) -> Float[Tensor, ""]:
edge_nrm: Float[Tensor, "Ne 2 3"] = self.v_nrm[self.edges]
nc = (
1.0 - torch.cosine_similarity(edge_nrm[:, 0], edge_nrm[:, 1], dim=-1)
).mean()
return nc
def _laplacian_uniform(self):
# from stable-dreamfusion
# https://github.com/ashawkey/stable-dreamfusion/blob/8fb3613e9e4cd1ded1066b46e80ca801dfb9fd06/nerf/renderer.py#L224
verts, faces = self.v_pos, self.t_pos_idx
V = verts.shape[0]
F = faces.shape[0]
# Neighbor indices
ii = faces[:, [1, 2, 0]].flatten()
jj = faces[:, [2, 0, 1]].flatten()
adj = torch.stack([torch.cat([ii, jj]), torch.cat([jj, ii])], dim=0).unique(
dim=1
)
adj_values = torch.ones(adj.shape[1]).to(verts)
# Diagonal indices
diag_idx = adj[0]
# Build the sparse matrix
idx = torch.cat((adj, torch.stack((diag_idx, diag_idx), dim=0)), dim=1)
values = torch.cat((-adj_values, adj_values))
# The coalesce operation sums the duplicate indices, resulting in the
# correct diagonal
return torch.sparse_coo_tensor(idx, values, (V, V)).coalesce()
def laplacian(self) -> Float[Tensor, ""]:
with torch.no_grad():
L = self._laplacian_uniform()
loss = L.mm(self.v_pos)
loss = loss.norm(dim=1)
loss = loss.mean()
return loss
class IsosurfaceHelper(nn.Module):
points_range: Tuple[float, float] = (0, 1)
@property
def grid_vertices(self) -> Float[Tensor, "N 3"]:
raise NotImplementedError
class MarchingCubeCPUHelper(IsosurfaceHelper):
def __init__(self, resolution: int) -> None:
super().__init__()
self.resolution = resolution
import mcubes
self.mc_func: Callable = mcubes.marching_cubes
self._grid_vertices: Optional[Float[Tensor, "N3 3"]] = None
self._dummy: Float[Tensor, "..."]
self.register_buffer(
"_dummy", torch.zeros(0, dtype=torch.float32), persistent=False
)
@property
def grid_vertices(self) -> Float[Tensor, "N3 3"]:
if self._grid_vertices is None:
# keep the vertices on CPU so that we can support very large resolution
x, y, z = (
torch.linspace(*self.points_range, self.resolution),
torch.linspace(*self.points_range, self.resolution),
torch.linspace(*self.points_range, self.resolution),
)
x, y, z = torch.meshgrid(x, y, z, indexing="ij")
verts = torch.cat(
[x.reshape(-1, 1), y.reshape(-1, 1), z.reshape(-1, 1)], dim=-1
).reshape(-1, 3)
self._grid_vertices = verts
return self._grid_vertices
def forward(
self,
level: Float[Tensor, "N3 1"],
deformation: Optional[Float[Tensor, "N3 3"]] = None,
) -> Mesh:
if deformation is not None:
craftsman.warn(
f"{self.__class__.__name__} does not support deformation. Ignoring."
)
level = -level.view(self.resolution, self.resolution, self.resolution)
v_pos, t_pos_idx = self.mc_func(
level.detach().cpu().numpy(), 0.0
) # transform to numpy
v_pos, t_pos_idx = (
torch.from_numpy(v_pos).float().to(self._dummy.device),
torch.from_numpy(t_pos_idx.astype(np.int64)).long().to(self._dummy.device),
) # transform back to torch tensor on CUDA
v_pos = v_pos / (self.resolution - 1.0)
return Mesh(v_pos=v_pos, t_pos_idx=t_pos_idx)
class MarchingTetrahedraHelper(IsosurfaceHelper):
def __init__(self, resolution: int, tets_path: str):
super().__init__()
self.resolution = resolution
self.tets_path = tets_path
self.triangle_table: Float[Tensor, "..."]
self.register_buffer(
"triangle_table",
torch.as_tensor(
[
[-1, -1, -1, -1, -1, -1],
[1, 0, 2, -1, -1, -1],
[4, 0, 3, -1, -1, -1],
[1, 4, 2, 1, 3, 4],
[3, 1, 5, -1, -1, -1],
[2, 3, 0, 2, 5, 3],
[1, 4, 0, 1, 5, 4],
[4, 2, 5, -1, -1, -1],
[4, 5, 2, -1, -1, -1],
[4, 1, 0, 4, 5, 1],
[3, 2, 0, 3, 5, 2],
[1, 3, 5, -1, -1, -1],
[4, 1, 2, 4, 3, 1],
[3, 0, 4, -1, -1, -1],
[2, 0, 1, -1, -1, -1],
[-1, -1, -1, -1, -1, -1],
],
dtype=torch.long,
),
persistent=False,
)
self.num_triangles_table: Integer[Tensor, "..."]
self.register_buffer(
"num_triangles_table",
torch.as_tensor(
[0, 1, 1, 2, 1, 2, 2, 1, 1, 2, 2, 1, 2, 1, 1, 0], dtype=torch.long
),
persistent=False,
)
self.base_tet_edges: Integer[Tensor, "..."]
self.register_buffer(
"base_tet_edges",
torch.as_tensor([0, 1, 0, 2, 0, 3, 1, 2, 1, 3, 2, 3], dtype=torch.long),
persistent=False,
)
tets = np.load(self.tets_path)
self._grid_vertices: Float[Tensor, "..."]
self.register_buffer(
"_grid_vertices",
torch.from_numpy(tets["vertices"]).float(),
persistent=False,
)
self.indices: Integer[Tensor, "..."]
self.register_buffer(
"indices", torch.from_numpy(tets["indices"]).long(), persistent=False
)
self._all_edges: Optional[Integer[Tensor, "Ne 2"]] = None
def normalize_grid_deformation(
self, grid_vertex_offsets: Float[Tensor, "Nv 3"]
) -> Float[Tensor, "Nv 3"]:
return (
(self.points_range[1] - self.points_range[0])
/ (self.resolution) # half tet size is approximately 1 / self.resolution
* torch.tanh(grid_vertex_offsets)
) # FIXME: hard-coded activation
@property
def grid_vertices(self) -> Float[Tensor, "Nv 3"]:
return self._grid_vertices
@property
def all_edges(self) -> Integer[Tensor, "Ne 2"]:
if self._all_edges is None:
# compute edges on GPU, or it would be VERY SLOW (basically due to the unique operation)
edges = torch.tensor(
[0, 1, 0, 2, 0, 3, 1, 2, 1, 3, 2, 3],
dtype=torch.long,
device=self.indices.device,
)
_all_edges = self.indices[:, edges].reshape(-1, 2)
_all_edges_sorted = torch.sort(_all_edges, dim=1)[0]
_all_edges = torch.unique(_all_edges_sorted, dim=0)
self._all_edges = _all_edges
return self._all_edges
def sort_edges(self, edges_ex2):
with torch.no_grad():
order = (edges_ex2[:, 0] > edges_ex2[:, 1]).long()
order = order.unsqueeze(dim=1)
a = torch.gather(input=edges_ex2, index=order, dim=1)
b = torch.gather(input=edges_ex2, index=1 - order, dim=1)
return torch.stack([a, b], -1)
def _forward(self, pos_nx3, sdf_n, tet_fx4):
with torch.no_grad():
occ_n = sdf_n > 0
occ_fx4 = occ_n[tet_fx4.reshape(-1)].reshape(-1, 4)
occ_sum = torch.sum(occ_fx4, -1)
valid_tets = (occ_sum > 0) & (occ_sum < 4)
occ_sum = occ_sum[valid_tets]
# find all vertices
all_edges = tet_fx4[valid_tets][:, self.base_tet_edges].reshape(-1, 2)
all_edges = self.sort_edges(all_edges)
unique_edges, idx_map = torch.unique(all_edges, dim=0, return_inverse=True)
unique_edges = unique_edges.long()
mask_edges = occ_n[unique_edges.reshape(-1)].reshape(-1, 2).sum(-1) == 1
mapping = (
torch.ones(
(unique_edges.shape[0]), dtype=torch.long, device=pos_nx3.device
)
* -1
)
mapping[mask_edges] = torch.arange(
mask_edges.sum(), dtype=torch.long, device=pos_nx3.device
)
idx_map = mapping[idx_map] # map edges to verts
interp_v = unique_edges[mask_edges]
edges_to_interp = pos_nx3[interp_v.reshape(-1)].reshape(-1, 2, 3)
edges_to_interp_sdf = sdf_n[interp_v.reshape(-1)].reshape(-1, 2, 1)
edges_to_interp_sdf[:, -1] *= -1
denominator = edges_to_interp_sdf.sum(1, keepdim=True)
edges_to_interp_sdf = torch.flip(edges_to_interp_sdf, [1]) / denominator
verts = (edges_to_interp * edges_to_interp_sdf).sum(1)
idx_map = idx_map.reshape(-1, 6)
v_id = torch.pow(2, torch.arange(4, dtype=torch.long, device=pos_nx3.device))
tetindex = (occ_fx4[valid_tets] * v_id.unsqueeze(0)).sum(-1)
num_triangles = self.num_triangles_table[tetindex]
# Generate triangle indices
faces = torch.cat(
(
torch.gather(
input=idx_map[num_triangles == 1],
dim=1,
index=self.triangle_table[tetindex[num_triangles == 1]][:, :3],
).reshape(-1, 3),
torch.gather(
input=idx_map[num_triangles == 2],
dim=1,
index=self.triangle_table[tetindex[num_triangles == 2]][:, :6],
).reshape(-1, 3),
),
dim=0,
)
return verts, faces
def forward(
self,
level: Float[Tensor, "N3 1"],
deformation: Optional[Float[Tensor, "N3 3"]] = None,
) -> Mesh:
if deformation is not None:
grid_vertices = self.grid_vertices + self.normalize_grid_deformation(
deformation
)
else:
grid_vertices = self.grid_vertices
v_pos, t_pos_idx = self._forward(grid_vertices, level, self.indices)
mesh = Mesh(
v_pos=v_pos,
t_pos_idx=t_pos_idx,
# extras
grid_vertices=grid_vertices,
tet_edges=self.all_edges,
grid_level=level,
grid_deformation=deformation,
)
return mesh