#!/usr/bin/env python3 """ Blend 全流程 Pipeline v5(单 Blender 进程) v3 → v4 改进: - Phase 0+1+2 全部在一个 Blender 进程内完成 - 不再导出 GLB(用 Blender scene.ray_cast 替代 trimesh) - 不再每帧重启 Blender(同进程内移动相机 + 渲染) - 去掉 trimesh 外部依赖 v5 → v6 改进: - 新增 GLB/GLTF 格式支持(--glb 参数) - --blend / --glb 二选一,支持 .blend .glb .gltf 三种格式 - GLB 导入后与 .blend 流程完全统一 对外接口 100% 兼容 v3/v5: - 命令行参数完全一致(新增 --glb 为可选补充) - 输出文件名完全一致(panorama_XXXX.png / _depth.npy / pose_XXXX.json) - run_full_pipeline.py 零改动 双模式运行: 1) python run_blend_pipeline.py --blender X --blend Y ... python run_blend_pipeline.py --blender X --glb Y ... → 检测到 --blender → 启动 blender --python THIS_FILE -- --blend/--glb Y ... 2) Blender 内部自动进入 in-process 模式 → Phase 0 (边界) + Phase 1 (撒点+过滤) + Phase 2 (边渲边选) """ # ===================================================================== # 检测运行环境 # ===================================================================== try: import bpy from mathutils import Vector, Euler, Matrix IN_BLENDER = True except ImportError: IN_BLENDER = False import argparse import json import math import os import subprocess import sys import time import random as _random from pathlib import Path import numpy as np # ===================================================================== # 常量 # ===================================================================== WARP_H = 128 WARP_W = 256 MARGIN = 0.5 # 距墙最小安全距离(防穿模) DEFAULT_STOP_GAIN = 0.08 DEFAULT_OVERLAP_PENALTY = 0.5 DEFAULT_MIN_DIST = 0.6 DEFAULT_MIN_FRAMES = 5 ROTATION_TYPES = { "none": [0.0, 0.0, 0.0], "rotate_x_90": [math.pi / 2, 0.0, 0.0], "rotate_x_180": [math.pi, 0.0, 0.0], "rotate_z_90": [0.0, 0.0, math.pi / 2], } def get_camera_rot(rotation_type: str, frame_id: int): if rotation_type == "random_yaw": yaw = 0.0 if frame_id == 0 else _random.uniform(0, 2 * math.pi) return [math.pi / 2, 0.0, yaw] return list(ROTATION_TYPES[rotation_type]) ####################################################################### # 渲染设置 ####################################################################### def is_room_structure(obj_name): """ 判断对象是否是房间结构(墙面、地板、天花板) 房间结构的常见命名模式: 1. None.obj - 标准3D-Front房间结构 2. geometry_N - 无纹理的通用几何体 3. 纯数字.obj (如 12670.obj) - 数字ID命名的结构 """ name_lower = obj_name.lower() # 模式1: 包含 "none" if 'none' in name_lower: return True # 模式2: 以 "geometry_" 开头 if name_lower.startswith('geometry_') or name_lower.startswith('geometry.'): return True # 模式3: 纯数字命名 (如 "12670.obj", "7319.obj") base_name = obj_name.replace('.obj', '').replace('.OBJ', '') if base_name.isdigit(): return True return False def create_wood_floor_material(nodes, links): """创建木地板程序化材质(Emission模式,显示原始颜色)""" # 使用Emission材质,直接发光,不受光照影响 emission = nodes.new('ShaderNodeEmission') emission.name = "FloorEmission" # 木纹噪波纹理 noise = nodes.new('ShaderNodeTexNoise') noise.inputs['Scale'].default_value = 20.0 noise.inputs['Detail'].default_value = 8.0 noise.inputs['Roughness'].default_value = 0.6 noise.location = (-600, 200) # 波浪纹理(模拟木纹条纹) wave = nodes.new('ShaderNodeTexWave') wave.wave_type = 'BANDS' wave.bands_direction = 'X' wave.inputs['Scale'].default_value = 3.0 wave.inputs['Distortion'].default_value = 5.0 wave.inputs['Detail'].default_value = 3.0 wave.location = (-600, 0) # 颜色渐变(木材颜色) color_ramp = nodes.new('ShaderNodeValToRGB') color_ramp.color_ramp.elements[0].color = (0.15, 0.08, 0.04, 1.0) # 深棕色 color_ramp.color_ramp.elements[1].color = (0.35, 0.20, 0.10, 1.0) # 浅棕色 color_ramp.location = (-400, 100) # 混合噪波和波浪 mix_rgb = nodes.new('ShaderNodeMix') mix_rgb.data_type = 'RGBA' mix_rgb.inputs['Factor'].default_value = 0.5 mix_rgb.location = (-400, 0) links.new(noise.outputs['Fac'], mix_rgb.inputs['A']) links.new(wave.outputs['Fac'], mix_rgb.inputs['B']) links.new(mix_rgb.outputs['Result'], color_ramp.inputs['Fac']) # 连接到Emission材质(直接显示颜色,不受光照影响) links.new(color_ramp.outputs['Color'], emission.inputs['Color']) emission.inputs['Strength'].default_value = 1.0 # Emission强度(材质预览模式,避免过曝) return emission def create_brick_wall_material(nodes, links): """创建砖墙程序化材质(Emission模式,显示原始颜色)""" # 使用Emission材质,直接发光,不受光照影响 emission = nodes.new('ShaderNodeEmission') emission.name = "BrickWallEmission" # 使用纹理坐标 tex_coord = nodes.new('ShaderNodeTexCoord') tex_coord.location = (-800, 0) # 缩放映射(控制砖块大小) mapping = nodes.new('ShaderNodeMapping') mapping.inputs['Scale'].default_value = (4.0, 8.0, 1.0) # X方向砖块较宽 mapping.location = (-600, 0) links.new(tex_coord.outputs['Generated'], mapping.inputs['Vector']) # 砖块纹理 brick = nodes.new('ShaderNodeTexBrick') brick.inputs['Color1'].default_value = (0.6, 0.3, 0.2, 1.0) # 砖红色 brick.inputs['Color2'].default_value = (0.5, 0.25, 0.15, 1.0) # 深砖红色 brick.inputs['Mortar'].default_value = (0.85, 0.85, 0.8, 1.0) # 灰白色砂浆 brick.inputs['Scale'].default_value = 3.0 brick.inputs['Mortar Size'].default_value = 0.02 brick.inputs['Mortar Smooth'].default_value = 0.1 brick.inputs['Bias'].default_value = 0.0 brick.inputs['Brick Width'].default_value = 0.5 brick.inputs['Row Height'].default_value = 0.25 brick.location = (-400, 0) links.new(mapping.outputs['Vector'], brick.inputs['Vector']) # 添加细微噪波增加真实感 noise = nodes.new('ShaderNodeTexNoise') noise.inputs['Scale'].default_value = 50.0 noise.inputs['Detail'].default_value = 3.0 noise.location = (-400, -200) links.new(mapping.outputs['Vector'], noise.inputs['Vector']) # 混合砖块颜色和噪波 mix_color = nodes.new('ShaderNodeMix') mix_color.data_type = 'RGBA' mix_color.inputs['Factor'].default_value = 0.1 mix_color.location = (-200, 0) links.new(brick.outputs['Color'], mix_color.inputs['A']) links.new(noise.outputs['Color'], mix_color.inputs['B']) # 连接到Emission材质(直接显示颜色,不受光照影响) links.new(mix_color.outputs['Result'], emission.inputs['Color']) emission.inputs['Strength'].default_value = 2.0 # Emission强度(材质预览模式,避免过曝) return emission def create_grid_ceiling_material(nodes, links): """创建网格天花板程序化材质(Emission模式,显示原始颜色)""" # 使用Emission材质,直接发光,不受光照影响 emission = nodes.new('ShaderNodeEmission') emission.name = "GridCeilingEmission" # 使用纹理坐标 tex_coord = nodes.new('ShaderNodeTexCoord') tex_coord.location = (-800, -400) # 缩放映射 mapping = nodes.new('ShaderNodeMapping') mapping.inputs['Scale'].default_value = (5.0, 5.0, 1.0) mapping.location = (-600, -400) links.new(tex_coord.outputs['Generated'], mapping.inputs['Vector']) # 分离XY坐标 separate = nodes.new('ShaderNodeSeparateXYZ') separate.location = (-400, -400) links.new(mapping.outputs['Vector'], separate.inputs['Vector']) # X方向网格线(使用正弦波) math_sin_x = nodes.new('ShaderNodeMath') math_sin_x.operation = 'SINE' math_sin_x.location = (-200, -350) math_mul_x = nodes.new('ShaderNodeMath') math_mul_x.operation = 'MULTIPLY' math_mul_x.inputs[1].default_value = 6.28 # 2*PI math_mul_x.location = (-300, -350) links.new(separate.outputs['X'], math_mul_x.inputs[0]) links.new(math_mul_x.outputs['Value'], math_sin_x.inputs[0]) # Y方向网格线 math_sin_y = nodes.new('ShaderNodeMath') math_sin_y.operation = 'SINE' math_sin_y.location = (-200, -500) math_mul_y = nodes.new('ShaderNodeMath') math_mul_y.operation = 'MULTIPLY' math_mul_y.inputs[1].default_value = 6.28 math_mul_y.location = (-300, -500) links.new(separate.outputs['Y'], math_mul_y.inputs[0]) links.new(math_mul_y.outputs['Value'], math_sin_y.inputs[0]) # 取绝对值使线条清晰 abs_x = nodes.new('ShaderNodeMath') abs_x.operation = 'ABSOLUTE' abs_x.location = (-100, -350) links.new(math_sin_x.outputs['Value'], abs_x.inputs[0]) abs_y = nodes.new('ShaderNodeMath') abs_y.operation = 'ABSOLUTE' abs_y.location = (-100, -500) links.new(math_sin_y.outputs['Value'], abs_y.inputs[0]) # 合并X和Y网格(取最小值形成网格交叉) math_min = nodes.new('ShaderNodeMath') math_min.operation = 'MINIMUM' math_min.location = (0, -425) links.new(abs_x.outputs['Value'], math_min.inputs[0]) links.new(abs_y.outputs['Value'], math_min.inputs[1]) # 颜色渐变:网格线深色,格子浅色 color_ramp = nodes.new('ShaderNodeValToRGB') color_ramp.color_ramp.elements[0].color = (0.3, 0.3, 0.35, 1.0) # 深灰色网格线 color_ramp.color_ramp.elements[0].position = 0.0 color_ramp.color_ramp.elements[1].color = (0.95, 0.95, 0.95, 1.0) # 白色格子 color_ramp.color_ramp.elements[1].position = 0.15 color_ramp.location = (150, -425) links.new(math_min.outputs['Value'], color_ramp.inputs['Fac']) # 连接到Emission材质(直接显示颜色,不受光照影响) links.new(color_ramp.outputs['Color'], emission.inputs['Color']) emission.inputs['Strength'].default_value = 2.0 # Emission强度(材质预览模式,避免过曝) return emission def convert_to_emission_material(obj): """将现有材质转换为Emission材质(材质预览模式)""" if not obj.data.materials or len(obj.data.materials) == 0: # 如果没有材质,直接应用房间材质 apply_room_material(obj) return # 获取现有材质 existing_mat = obj.data.materials[0] if existing_mat is None: apply_room_material(obj) return # 如果材质已经有节点,尝试提取Base Color并转换为Emission if existing_mat.use_nodes: nodes = existing_mat.node_tree.nodes links = existing_mat.node_tree.links # 查找Principled BSDF节点 bsdf_node = None for node in nodes: if node.type == 'BSDF_PRINCIPLED': bsdf_node = node break if bsdf_node and 'Base Color' in bsdf_node.inputs: # 找到Base Color输入 base_color_input = bsdf_node.inputs['Base Color'] # 创建Emission节点 emission = nodes.new('ShaderNodeEmission') emission.name = "Emission" emission.location = bsdf_node.location # 获取Base Color的值或连接 if base_color_input.is_linked: # 如果有连接,连接到Emission color_source = base_color_input.links[0].from_node color_output = base_color_input.links[0].from_socket links.new(color_output, emission.inputs['Color']) else: # 如果没有连接,使用默认值 emission.inputs['Color'].default_value = base_color_input.default_value emission.inputs['Strength'].default_value = 1.0 # Emission强度(材质预览模式,避免过曝) # 找到输出节点并连接 output_node = None for node in nodes: if node.type == 'OUTPUT_MATERIAL': output_node = node break if output_node: # 断开原有连接 if output_node.inputs['Surface'].is_linked: for link in output_node.inputs['Surface'].links: existing_mat.node_tree.links.remove(link) # 连接Emission links.new(emission.outputs['Emission'], output_node.inputs['Surface']) print(f"[INFO] 已将材质转换为Emission: {obj.name}") return # 如果无法转换,直接应用房间材质 apply_room_material(obj) def apply_procedural_textures(objects): """为所有对象添加Emission材质(材质预览模式:显示原始颜色,不受光照影响)""" applied_count = 0 for obj in objects: if obj.type != 'MESH': continue # 检查对象是否有材质,或者材质是否为空 has_material = obj.data.materials and len(obj.data.materials) > 0 and obj.data.materials[0] is not None # 为所有对象应用Emission材质(材质预览模式) # 这样所有对象都会显示原始颜色,不受光照影响 if not has_material or is_room_structure(obj.name): # 没有材质或者是房间结构:应用Emission材质 print(f"[INFO] 为对象添加Emission材质: {obj.name}") apply_room_material(obj) applied_count += 1 else: # 有材质:也转换为Emission材质(确保所有对象都使用Emission模式) print(f"[INFO] 将对象材质转换为Emission: {obj.name}") convert_to_emission_material(obj) applied_count += 1 if applied_count == 0: print("[WARN] 未找到需要添加材质的对象") else: print(f"[INFO] 共为 {applied_count} 个对象添加了Emission材质(材质预览模式)") def apply_room_material(obj): """为房间结构应用程序化材质(墙面、地板、天花板)""" # 创建新材质 mat = bpy.data.materials.new(name="RoomProceduralMaterial") mat.use_nodes = True nodes = mat.node_tree.nodes links = mat.node_tree.links # 清除默认节点 nodes.clear() # 创建输出节点 output = nodes.new('ShaderNodeOutputMaterial') output.location = (800, 0) # 使用几何节点获取法线 geometry = nodes.new('ShaderNodeNewGeometry') geometry.location = (-600, 0) # 分离法线的Z分量 separate_xyz = nodes.new('ShaderNodeSeparateXYZ') separate_xyz.location = (-400, 0) links.new(geometry.outputs['Normal'], separate_xyz.inputs['Vector']) # === 判断天花板(法线Z < -0.5,朝下的面) === ceiling_check = nodes.new('ShaderNodeMath') ceiling_check.operation = 'LESS_THAN' ceiling_check.inputs[1].default_value = -0.5 ceiling_check.location = (-200, 100) links.new(separate_xyz.outputs['Z'], ceiling_check.inputs[0]) # === 判断地板(法线Z > 0.5,朝上的面) === floor_check = nodes.new('ShaderNodeMath') floor_check.operation = 'GREATER_THAN' floor_check.inputs[1].default_value = 0.5 floor_check.location = (-200, -100) links.new(separate_xyz.outputs['Z'], floor_check.inputs[0]) # === 创建三种材质 === floor_shader = create_wood_floor_material(nodes, links) floor_shader.location = (0, 300) wall_shader = create_brick_wall_material(nodes, links) # 砖墙材质 wall_shader.location = (0, 0) ceiling_shader = create_grid_ceiling_material(nodes, links) # 网格天花板 ceiling_shader.location = (0, -300) # === 混合着色器:先混合地板和墙面 === mix_floor_wall = nodes.new('ShaderNodeMixShader') mix_floor_wall.location = (300, 100) links.new(floor_check.outputs['Value'], mix_floor_wall.inputs['Fac']) links.new(wall_shader.outputs['Emission'], mix_floor_wall.inputs[1]) # Emission材质输出 links.new(floor_shader.outputs['Emission'], mix_floor_wall.inputs[2]) # Emission材质输出 # === 混合着色器:再混合天花板 === mix_final = nodes.new('ShaderNodeMixShader') mix_final.location = (500, 0) links.new(ceiling_check.outputs['Value'], mix_final.inputs['Fac']) links.new(mix_floor_wall.outputs['Shader'], mix_final.inputs[1]) links.new(ceiling_shader.outputs['Emission'], mix_final.inputs[2]) # Emission材质输出 # 连接输出 links.new(mix_final.outputs['Shader'], output.inputs['Surface']) # 应用材质到对象 if obj.data.materials: obj.data.materials[0] = mat else: obj.data.materials.append(mat) print(f"[INFO] Emission材质已应用(地板+砖墙+网格天花板,材质预览模式)") # ===================================================================== # 参数解析(兼容两种模式) # ===================================================================== def parse_args_python(): """Python 模式: 需要 --blender""" parser = argparse.ArgumentParser(description="Blend Pipeline v5(边渲边选)") parser.add_argument("--blender", type=str, required=True) scene_grp = parser.add_mutually_exclusive_group(required=True) scene_grp.add_argument("--blend", type=str, default=None, help=".blend 场景文件路径") scene_grp.add_argument("--glb", type=str, default=None, help=".glb / .gltf 场景文件路径") # parser.add_argument("--exposure_rate", type=float, default=0.5, help="多次曝光时,前后两次曝光的差距阈值") # parser.add_argument("--exposure_count", type=int, default=5, help="最大曝光次数") parser.add_argument("--output-dir", type=str, required=True) parser.add_argument("--num-frames", type=int, default=30) parser.add_argument("--render-depth", action="store_true") parser.add_argument("--resolution", type=str, default="2048,1024") parser.add_argument("--samples", type=int, default=128) parser.add_argument("--engine", type=str, default="CYCLES") parser.add_argument("--exposure", type=float, default=0.0) parser.add_argument("--grid-spacing", type=float, default=0.5) parser.add_argument("--camera-height", type=float, default=None) parser.add_argument("--stop-gain", type=float, default=DEFAULT_STOP_GAIN) parser.add_argument("--stop-score", type=float, default=-0.3) parser.add_argument("--stop-delta", type=float, default=0.08) parser.add_argument("--min-frames", type=int, default=DEFAULT_MIN_FRAMES) parser.add_argument("--rotation-type", type=str, default="random_yaw", choices=["none", "rotate_x_90", "rotate_x_180", "rotate_z_90", "random_yaw"]) parser.add_argument("--gain-curve", action="store_true", default=True) parser.add_argument("--no-gain-curve", dest="gain_curve", action="store_false") parser.add_argument("--hm3d", type=bool, default=False, help="是否启用 HM3D 数据集的房间搜索和场景加载逻辑") return parser.parse_args() def parse_args_blender(): """Blender 模式: 不需要 --blender""" argv = sys.argv if "--" in argv: argv = argv[argv.index("--") + 1:] else: argv = [] parser = argparse.ArgumentParser() scene_grp = parser.add_mutually_exclusive_group(required=True) scene_grp.add_argument("--blend", type=str, default=None, help=".blend 场景文件路径") scene_grp.add_argument("--glb", type=str, default=None, help=".glb / .gltf 场景文件路径") # parser.add_argument("--exposure_rate", type=float, default=0.5, help="多次曝光时,前后两次曝光的差距阈值") # parser.add_argument("--exposure_count", type=int, default=5, help="最大曝光次数") parser.add_argument("--output-dir", type=str, required=True) parser.add_argument("--num-frames", type=int, default=30) parser.add_argument("--resolution", type=str, default="2048,1024") parser.add_argument("--samples", type=int, default=128) parser.add_argument("--engine", type=str, default="CYCLES") parser.add_argument("--exposure", type=float, default=0.0) parser.add_argument("--grid-spacing", type=float, default=0.5) parser.add_argument("--camera-height", type=float, default=None) parser.add_argument("--stop-gain", type=float, default=DEFAULT_STOP_GAIN) parser.add_argument("--stop-score", type=float, default=-0.3) parser.add_argument("--stop-delta", type=float, default=0.08) parser.add_argument("--min-frames", type=int, default=DEFAULT_MIN_FRAMES) parser.add_argument("--rotation-type", type=str, default="random_yaw", choices=["none", "rotate_x_90", "rotate_x_180", "rotate_z_90", "random_yaw"]) parser.add_argument("--gain-curve", action="store_true", default=True) parser.add_argument("--no-gain-curve", dest="gain_curve", action="store_false") parser.add_argument("--rooms", type=str, default=None, help="HM3D 房间信息的 JSON 字符串") return parser.parse_args(argv) ############################### # # 房间搜索相关工具函数 # ############################### def load_semantic_info(mesh_path): """ 加载语义信息(包装函数) Args: mesh_path: GLB文件路径 Returns: (room_to_objects, semantic_file_path): - room_to_objects: {room_id: [object_ids]} 字典,如果不存在则返回None - semantic_file_path: 使用的语义文件路径,如果不存在则返回None """ from tools.semantic_utils import load_semantic_info as load_semantic_info_util return load_semantic_info_util(mesh_path) def get_scene_bounds(mesh_path, room_id=None, room_to_objects=None): """ 获取场景边界框(使用trimesh) Args: mesh_path: mesh文件路径 room_id: 房间ID(可选),如果提供则只计算该房间的边界框 room_to_objects: 房间到对象的映射 {room_id: [object_ids]}(可选) Returns: bounds_min, bounds_max: 边界框的最小和最大坐标 """ try: import trimesh import re scene_or_mesh = trimesh.load(mesh_path, process=False) # 如果指定了房间ID,需要过滤对象 object_ids_to_include = None if room_id is not None and room_to_objects is not None: object_ids_to_include = set(room_to_objects.get(room_id, [])) if not object_ids_to_include: # 如果房间没有对象,返回默认边界框 return np.array([-1, -1, -1]), np.array([1, 1, 1]) if isinstance(scene_or_mesh, trimesh.Scene): # 合并所有几何体的顶点 all_vertices = [] for name, geom in scene_or_mesh.geometry.items(): if isinstance(geom, trimesh.Trimesh): # 如果指定了房间ID,检查对象是否属于该房间 if object_ids_to_include is not None: # HM3D的GLB中,对象名称格式为 "chunkXXX_..." # chunk编号+1对应semantic.txt中的对象ID obj_id = None # 方法1: 尝试从chunk编号提取(chunk000 -> 对象ID 1) match = re.search(r'chunk(\d+)', name) if match: chunk_num = int(match.group(1)) obj_id = chunk_num + 1 # 方法2: 如果名称是纯数字,直接使用 if obj_id is None: try: obj_id = int(name) except (ValueError, TypeError): pass # 如果无法提取对象ID,或者对象ID不在该房间中,跳过 if obj_id is None or obj_id not in object_ids_to_include: continue # 获取变换矩阵 for node_name in scene_or_mesh.graph.nodes_geometry: if scene_or_mesh.graph[node_name][1] == name: transform = scene_or_mesh.graph[node_name][0] vertices = np.dot(geom.vertices, transform[:3, :3].T) + transform[:3, 3] all_vertices.append(vertices) break if all_vertices: all_vertices = np.vstack(all_vertices) bounds_min = all_vertices.min(axis=0) bounds_max = all_vertices.max(axis=0) else: bounds_min = np.array([-1, -1, -1]) bounds_max = np.array([1, 1, 1]) else: bounds_min = scene_or_mesh.bounds[0] bounds_max = scene_or_mesh.bounds[1] return bounds_min, bounds_max except ImportError: print("[WARN] trimesh未安装,使用默认边界框") return np.array([-1, -1, -1]), np.array([1, 1, 1]) def get_valid_object_ids(mesh_path): """ 获取GLB文件中所有有效的对象ID Args: mesh_path: mesh文件路径 Returns: valid_obj_ids: 有效对象ID的集合 """ try: import trimesh import re valid_obj_ids = set() scene_or_mesh = trimesh.load(mesh_path, process=False) if isinstance(scene_or_mesh, trimesh.Scene): for name, geom in scene_or_mesh.geometry.items(): if isinstance(geom, trimesh.Trimesh): # 从chunk编号提取对象ID match = re.search(r'chunk(\d+)', name) if match: chunk_num = int(match.group(1)) obj_id = chunk_num + 1 valid_obj_ids.add(obj_id) else: # 如果名称是纯数字,直接使用 try: obj_id = int(name) valid_obj_ids.add(obj_id) except (ValueError, TypeError): pass return valid_obj_ids except Exception as e: print(f"[WARN] 获取有效对象ID失败: {e}") return set() def get_valid_object_ids(mesh_path): """ 获取GLB文件中所有有效的对象ID Args: mesh_path: mesh文件路径 Returns: valid_obj_ids: 有效对象ID的集合 """ try: import trimesh import re valid_obj_ids = set() scene_or_mesh = trimesh.load(mesh_path, process=False) if isinstance(scene_or_mesh, trimesh.Scene): for name, geom in scene_or_mesh.geometry.items(): if isinstance(geom, trimesh.Trimesh): # 从chunk编号提取对象ID match = re.search(r'chunk(\d+)', name) if match: chunk_num = int(match.group(1)) obj_id = chunk_num + 1 valid_obj_ids.add(obj_id) else: # 如果名称是纯数字,直接使用 try: obj_id = int(name) valid_obj_ids.add(obj_id) except (ValueError, TypeError): pass return valid_obj_ids except Exception as e: print(f"[WARN] 获取有效对象ID失败: {e}") return set() def detect_rooms(mesh_path, room_to_objects=None, use_navmesh=True): """ 检测场景中的所有房间,计算每个房间的边界框和几何中心 优先使用NavMesh方法,如果NavMesh不可用则使用语义方法 Args: mesh_path: mesh文件路径 room_to_objects: 房间到对象的映射 {room_id: [object_ids]}(可选) use_navmesh: 是否优先使用NavMesh方法 Returns: rooms: 房间列表,每个元素包含 {"room_id": int, "bounds_min": array, "bounds_max": array, "center": array, "source": str} """ rooms = [] # 尝试使用NavMesh方法 from tools.navmesh_utils import extract_spaces_from_glb, find_navmesh_file, navmesh_to_3d_spaces if use_navmesh: navmesh_path = find_navmesh_file(mesh_path) if navmesh_path: print(f" [INFO] 找到NavMesh文件: {navmesh_path}") print(f" [INFO] 使用NavMesh方法识别空间...") # 使用NavMesh结合语义信息提取空间(启用空间聚类) navmesh_spaces = navmesh_to_3d_spaces( navmesh_path, mesh_path=mesh_path, room_to_objects=room_to_objects, use_clustering=True # 启用空间聚类,识别所有独立空间 ) if navmesh_spaces: print(f" [INFO] NavMesh方法识别到 {len(navmesh_spaces)} 个空间") # 转换格式以保持兼容性 for space in navmesh_spaces: rooms.append({ "room_id": int(space["space_id"]), "bounds_min": space["bounds_min"].tolist(), "bounds_max": space["bounds_max"].tolist(), "center": space["center"].tolist(), "object_count": space.get("object_count", 0), "source": space.get("source", "navmesh") }) return rooms else: print(f" [WARN] NavMesh方法未识别到空间,回退到GLB聚类方法") else: print(f" [INFO] 未找到NavMesh文件,尝试直接从GLB文件进行空间聚类...") # 尝试直接从GLB文件进行空间聚类(不依赖NavMesh和语义信息) print(f" [INFO] 使用GLB空间聚类方法...") glb_spaces = extract_spaces_from_glb(mesh_path, room_to_objects, use_clustering=True) if glb_spaces: print(f" [INFO] GLB聚类方法识别到 {len(glb_spaces)} 个空间") for space in glb_spaces: rooms.append({ "room_id": int(space["space_id"]), "bounds_min": space["bounds_min"].tolist(), "bounds_max": space["bounds_max"].tolist(), "center": space["center"].tolist(), "object_count": space.get("object_count", 0), "source": space.get("source", "navmesh") }) return rooms else: print(f" [WARN] GLB聚类方法未识别到空间,回退到语义方法") # 回退到语义方法 if not room_to_objects: return rooms # 获取GLB中有效的对象ID valid_obj_ids = get_valid_object_ids(mesh_path) # 过滤掉无效的对象ID filtered_room_to_objects = {} for room_id, obj_ids in room_to_objects.items(): valid_ids = [obj_id for obj_id in obj_ids if obj_id in valid_obj_ids] if valid_ids: filtered_room_to_objects[room_id] = valid_ids if not filtered_room_to_objects: return rooms print(f" 过滤后有效房间数: {len(filtered_room_to_objects)}/{len(room_to_objects)}") for room_id in sorted(filtered_room_to_objects.keys()): # 使用过滤后的对象ID获取边界框 bounds_min, bounds_max = get_scene_bounds( mesh_path, room_id=room_id, room_to_objects=filtered_room_to_objects ) # 计算几何中心(trimesh Y-up坐标系) center = (bounds_min + bounds_max) / 2 # 检查边界框是否有效(不是默认值,且有合理的尺寸) if not np.allclose(bounds_min, [-1, -1, -1]) and not np.allclose(bounds_max, [1, 1, 1]): size = bounds_max - bounds_min # 检查房间是否有合理的尺寸(至少0.1米) if np.all(size > 0.1): rooms.append({ "room_id": room_id, "bounds_min": bounds_min, "bounds_max": bounds_max, "center": center, "object_count": len(filtered_room_to_objects[room_id]), "source": "semantic" }) return rooms # ##################################################################### # # Python 模式入口: 启动单个 Blender 进程 # # ##################################################################### def main_python(): """Python 调用入口 → 启动一个 Blender 进程执行本脚本""" args = parse_args_python() # 判断场景格式 if args.blend: scene_path = str(Path(args.blend).resolve()) scene_flag = "--blend" scene_label = f"Blend: {scene_path}" else: scene_path = str(Path(args.glb).resolve()) scene_flag = "--glb" scene_label = f"GLB: {scene_path}" output_dir = str(Path(args.output_dir).resolve()) os.makedirs(output_dir, exist_ok=True) this_script = str(Path(__file__).resolve()) # 构建 Blender 命令(把参数透传,去掉 --blender 和 --render-depth) cmd = [ args.blender, "--background", "--python", this_script, "--", scene_flag, scene_path, "--output-dir", output_dir, "--num-frames", str(args.num_frames), "--resolution", args.resolution, "--samples", str(args.samples), "--engine", args.engine, "--exposure", str(args.exposure), "--grid-spacing", str(args.grid_spacing), "--stop-gain", str(args.stop_gain), "--stop-score", str(args.stop_score), "--stop-delta", str(args.stop_delta), "--min-frames", str(args.min_frames), "--rotation-type", args.rotation_type, # "--exposure-rate", args.exposure_rate, # "--exposure-count", args.exposure_count ] if args.camera_height is not None: cmd += ["--camera-height", str(args.camera_height)] if not args.gain_curve: cmd += ["--no-gain-curve"] # [TODO] 如果是hm3d数据集,进行房间搜索并通过添加 `--rooms` 参数传递房间信息(json字符串)给 Blender 内部 # Blender 内部根据房间列表加载对应的场景并进行渲染。 if args.hm3d: # 记得在 Blender 内部解析 `--rooms` 参数,加载对应的场景并进行渲染。 # print("\n[INFO] 加载语义信息...") room_to_objects, semantic_file_path = load_semantic_info(args.glb) rooms = detect_rooms(args.glb, room_to_objects=room_to_objects, use_navmesh=True) # 如果NavMesh方法未识别到空间,且语义信息可用,使用纯语义方法 if len(rooms) == 0 and room_to_objects and semantic_file_path: print(f" [INFO] NavMesh方法未识别到空间,使用语义方法...") print(f" 找到语义文件: {semantic_file_path}") print(f" 检测到 {len(room_to_objects)} 个房间") rooms = detect_rooms(args.glb, room_to_objects=room_to_objects, use_navmesh=False) print(f" 有效房间数: {len(rooms)}") elif len(rooms) > 0: print(f" [INFO] 成功识别到 {len(rooms)} 个空间") # 统计空间来源 sources = {} for room in rooms: source = room.get("source", "unknown") sources[source] = sources.get(source, 0) + 1 print(f" 空间来源: {sources}") # print("*"*60, json.dumps({"rooms": rooms}), sep="\n") # exit(0) print(f" 房间数量: {len(rooms)}") # input("\n按Enter键继续...") cmd += ["--rooms", json.dumps({"rooms": rooms})] # print("\n".join(cmd)) # exit() # pass print("=" * 60) print("ERPT Blend Pipeline v5(单进程边渲边选)") print("=" * 60) print(f" {scene_label}") print(f" Output: {output_dir}") print(f" Max frames: {args.num_frames}") # 不设 timeout — 大场景渲染时间不可预测 proc = subprocess.run(cmd, text=True) sys.exit(proc.returncode) # ##################################################################### # # Blender 模式: Phase 0 + 1 + 2 全部在 Blender 内部执行 # # ##################################################################### # ===================================================================== # Phase 0: 加载场景 + 获取边界 # ===================================================================== def load_scene(mesh_path): """导入mesh文件""" ext = os.path.splitext(mesh_path)[1].lower() if ext in ['.glb', '.gltf']: bpy.ops.import_scene.gltf(filepath=mesh_path) elif ext == '.obj': bpy.ops.wm.obj_import(filepath=mesh_path) elif ext == '.fbx': bpy.ops.import_scene.fbx(filepath=mesh_path) elif ext == '.ply': bpy.ops.wm.ply_import(filepath=mesh_path) else: raise ValueError(f"不支持的文件格式: {ext}") print(f"[INFO] 导入mesh: {mesh_path}") # 获取导入的对象 imported_objects = [obj for obj in bpy.context.selected_objects] print(f"[INFO] 导入了 {len(imported_objects)} 个对象") # 为房间结构添加程序化纹理 apply_procedural_textures(imported_objects) return imported_objects # ===================================================================== # Phase 1: 撒点 + 4 层 Blender ray_cast 过滤 # ===================================================================== def compute_camera_heights(floor_z, ceiling_z, manual_height=None, bmin=None, bmax=None): """计算相机高度层 策略: - 手动指定 → 只用该高度 - 多层建筑 → 每层铺固定高度 [0.5, 0.8, 1.2, 1.7, 2.1] + 动态顶层 - 单层高空间 → 2.5m 以下用固定高度,2.5m 以上阶梯递增: +1.0m, +1.5m, +2.0m, +2.5m, +3.0m ...(间距逐步放大) 最后加动态顶层(天花板 -0.5m) """ CEIL_CLEARANCE = 0.3 # 最高高度:离天花板 0.3m(保留 2.1m 层) FIXED_HEIGHTS = [0.5, 0.8, 1.2, 1.7, 2.1] # 2.5m 以下的固定高度 if manual_height is not None: return [manual_height] room_h = ceiling_z - floor_z if room_h <= 0: return [floor_z + 1.5] def _stepped_heights_for_floor(fz, local_ceil): """单层高度计算:固定 + 阶梯递增 + 动态顶层""" heights = [] local_h = local_ceil - fz # 2.5m 以下: 固定高度 for eye_h in FIXED_HEIGHTS: z = fz + eye_h if z < local_ceil - CEIL_CLEARANCE: heights.append(z) # 2.5m 以上: 阶梯递增(间距从 1.0m 逐步增大到 3.0m) if local_h > 3.0: # 层高 > 3m 才加中间高度 cur_h = FIXED_HEIGHTS[-1] # 从 2.1m 开始 step = 1.0 # 初始步长 1.0m MAX_STEP = 3.0 # 最大步长 3.0m STEP_GROW = 0.5 # 每次步长增加 0.5m while True: cur_h += step z = fz + cur_h if z >= local_ceil - CEIL_CLEARANCE: break heights.append(z) step = min(step + STEP_GROW, MAX_STEP) # 动态顶层:天花板 - 0.5m(如果比最高已有高度至少高 0.5m) top_z = local_ceil - CEIL_CLEARANCE if heights: if top_z > max(heights) + 0.5: heights.append(top_z) elif top_z > fz + 0.5: heights.append(top_z) return heights # 先尝试用 Blender raycast 探测楼板 try: floors = _detect_floor_levels(floor_z, ceiling_z, bmin, bmax) if floors: print(f" [楼层检测] 发现 {len(floors)} 个楼层: " f"{[f'{z:.2f}m' for z in floors]}") heights = [] for idx, fz in enumerate(floors): # 每层的天花板 = 下一层楼板 或 全局天花板 if idx + 1 < len(floors): local_ceil = floors[idx + 1] else: local_ceil = ceiling_z heights.extend(_stepped_heights_for_floor(fz, local_ceil)) if heights: result = sorted(set(round(h, 2) for h in heights)) # 打印高度分布 for h in result: rel = h - floors[0] print(f" 高度 Z={h:.2f}m (离地 {rel:.2f}m)") return result else: print(f" [楼层检测] 未检测到楼板,使用启发式") except Exception as e: print(f" [楼层检测] 异常: {e},使用启发式") # fallback: 简单启发式(同样用阶梯递增) h_list = _stepped_heights_for_floor(floor_z, ceiling_z) return sorted(set(round(h, 2) for h in h_list)) if h_list else [floor_z + 1.5] def _detect_floor_levels(floor_z, ceiling_z, bmin=None, bmax=None): """用 raycast 从上往下扫描,检测楼板位置 在 XY 平面采样若干点,每个点从顶部往下打射线,收集 hit 的 Z 坐标。 对 Z 坐标做聚类(间距 > 1.5m 算不同楼层),得到各楼层地面高度。 关键改进: 1. 采样范围按场景大小缩放(不只中心 ±2m) 2. 检测到楼板后验证上方有天花板(排除屋顶外表面) """ scene = bpy.context.scene depsgraph = bpy.context.evaluated_depsgraph_get() dir_down = Vector((0, 0, -1)) dir_up = Vector((0, 0, 1)) # 用场景 AABB 的 XY 中心和范围 if bmin is not None and bmax is not None: cx = (bmin[0] + bmax[0]) / 2 cy = (bmin[1] + bmax[1]) / 2 # 采样范围: 场景 XY 的 1/4 跨度,至少 2m,最多 20m rx = min(20.0, max(2.0, (bmax[0] - bmin[0]) * 0.25)) ry = min(20.0, max(2.0, (bmax[1] - bmin[1]) * 0.25)) else: cx, cy = 0.0, 0.0 rx, ry = 2.0, 2.0 hit_zs = [] # 3x3 网格采样,按场景大小缩放 offsets = [] for fx in [-1, 0, 1]: for fy in [-1, 0, 1]: offsets.append((fx * rx, fy * ry)) for dx, dy in offsets: origin = Vector((cx + dx, cy + dy, ceiling_z + 1.0)) # 多次向下 raycast(穿透式:命中后从命中点下方继续) cur_z = ceiling_z + 1.0 for _ in range(10): # 最多穿 10 层 hit, loc, norm, *_ = scene.ray_cast( depsgraph, Vector((cx + dx, cy + dy, cur_z)), dir_down) if not hit: break # 法线朝上(Z 分量 > 0.5)→ 这是地板/楼板表面 if norm.z > 0.5: hit_zs.append((loc.z, cx + dx, cy + dy)) cur_z = loc.z - 0.05 # 穿过这个表面继续往下 if not hit_zs: return [] # 聚类: 排序后间距 > 1.5m 算不同楼层 hit_zs.sort(key=lambda t: t[0]) clusters = [[hit_zs[0]]] for item in hit_zs[1:]: if item[0] - clusters[-1][-1][0] > 1.5: clusters.append([item]) else: clusters[-1].append(item) # 每个 cluster 验证: 楼板上方是否有天花板 MAX_CEILING_DIST = 30.0 # 最高天花板距离(超过说明是露天/屋顶外表面) floors = [] for c in clusters: fz = sorted(c, key=lambda t: t[0])[len(c) // 2][0] if not (floor_z - 0.5 <= fz <= ceiling_z - 1.0): continue # 验证: 从该楼板上方 1m 处往上打射线,检查是否有天花板 n_has_ceiling = 0 n_tested = 0 for _, px, py in c: test_origin = Vector((px, py, fz + 1.0)) hit_ceil, loc_ceil, norm_ceil, *_ = scene.ray_cast( depsgraph, test_origin, dir_up) n_tested += 1 if hit_ceil and (loc_ceil.z - fz) < MAX_CEILING_DIST: n_has_ceiling += 1 # 过半采样点上方有天花板 → 真正的楼板 if n_tested > 0 and n_has_ceiling / n_tested >= 0.5: floors.append(fz) else: print(f" [楼层检测] Z={fz:.2f}m 上方无天花板" f"({n_has_ceiling}/{n_tested}),排除(可能是屋顶外表面)") return sorted(floors) def generate_candidate_grid(bmin, bmax, x_spacing, y_spacing, heights): cx = (bmin[0] + bmax[0]) / 2 cy = (bmin[1] + bmax[1]) / 2 x_half = int((bmax[0] - cx - MARGIN) / x_spacing) y_half = int((bmax[1] - cy - MARGIN) / y_spacing) xy_offsets = [] for ix in range(-x_half, x_half + 1): for iy in range(-y_half, y_half + 1): x = cx + ix * x_spacing y = cy + iy * y_spacing if bmin[0] + MARGIN <= x <= bmax[0] - MARGIN and \ bmin[1] + MARGIN <= y <= bmax[1] - MARGIN: xy_offsets.append((ix * ix + iy * iy, x, y)) xy_offsets.sort(key=lambda t: t[0]) candidates = [] for z in heights: for _, x, y in xy_offsets: candidates.append([float(x), float(y), float(z)]) n_xy = len(xy_offsets) print(f" 网格: {n_xy}点/层 x {len(heights)}层 = {len(candidates)} 个候选") print(f" 中心: ({cx:.1f}, {cy:.1f}), X间距={x_spacing:.1f}m, Y间距={y_spacing:.1f}m") for i, z in enumerate(heights): print(f" 第{i+1}层: Z={z:.2f}m") return candidates def _build_26_directions(): """26 方向球面采样(mathutils.Vector)""" dirs = [] for i in range(16): a = i * (2 * math.pi / 16) dirs.append(Vector((math.cos(a), math.sin(a), 0.0))) elev = math.pi / 4 for i in range(5): a = i * (2 * math.pi / 5) dirs.append(Vector((math.cos(a) * math.cos(elev), math.sin(a) * math.cos(elev), math.sin(elev)))) for i in range(5): a = i * (2 * math.pi / 5) dirs.append(Vector((math.cos(a) * math.cos(elev), math.sin(a) * math.cos(elev), -math.sin(elev)))) return dirs def raycast_6layer_filter(candidates, room_height, min_wall_dist=1.0): """7 层过滤 — 直接用 Blender scene.ray_cast(不需要 trimesh/GLB) 第 1 层: 室内检测(朝上朝下必须 hit) 第 2 层: 穿模检测(≥2 方向 < 0.2m) 第 3 层: 角落检测(>50% 水平方向 < 1.0m) 第 4 层: 包裹检测(hit_rate≥90% + cv<0.30 + max<8m) 第 5 层: 墙面间距(最近水平方向 < 0.3m → Blender 渲染会穿模) 第 6 层: 视野质量(<35% 方向有有效命中 → 太空旷或太闭塞) 第 7 层: 窄缝检测(对向方向距离之和 < 1.5m → 两面墙夹着)★ 新增 性能: 用第 1~4 层同样的 26 方向数据,第 5~7 层零额外射线开销 """ scene = bpy.context.scene depsgraph = bpy.context.evaluated_depsgraph_get() N = len(candidates) max_up = max(5.0, room_height) max_down = max(3.0, room_height) dir_up = Vector((0, 0, 1)) dir_down = Vector((0, 0, -1)) DIRS_26 = _build_26_directions() n26 = len(DIRS_26) # 第 5 层阈值: 最近水平墙面距离 MIN_WALL_CLEARANCE = 0.3 # Blender 渲染安全距离 # 第 6 层阈值: 有效视野比例 VIEW_GOOD_MIN = 0.5 # 有效命中距离下限 VIEW_GOOD_MAX = 20.0 # 有效命中距离上限 VIEW_GOOD_RATIO = 0.35 # 至少 35% 方向有有效命中 # 第 7 层阈值: 窄缝检测(对向距离之和) MIN_SLIT_WIDTH = 1.5 # 对向墙距之和 < 1.5m → 窄缝 passed = [] stats = {"无天花板": 0, "无地板": 0, "穿模": 0, "角落": 0, "包裹": 0, "贴墙": 0, "视野差": 0, "窄缝": 0} t0 = time.time() log_interval = max(1, N // 10) for idx, pos in enumerate(candidates): if idx % log_interval == 0 and idx > 0: print(f" 过滤进度: {idx}/{N} ({idx*100//N}%)", flush=True) origin = Vector(pos) # ---- 第 1 层: 室内检测(朝上朝下各 1 条射线)---- hit_up, loc_up, *_ = scene.ray_cast(depsgraph, origin, dir_up) if not hit_up or (loc_up - origin).length > max_up: stats["无天花板"] += 1 continue hit_dn, loc_dn, *_ = scene.ray_cast(depsgraph, origin, dir_down) if not hit_dn or (loc_dn - origin).length > max_down: stats["无地板"] += 1 continue # ---- 第 2~6 层: 26 方向球面采样 ---- dists = [] for d in DIRS_26: hit, loc, *_ = scene.ray_cast(depsgraph, origin, d) dists.append((loc - origin).length if hit else float('inf')) # 第 2 层: 穿模(≥2 方向 < 0.2m → 在物体内部) n_close = sum(1 for d in dists if d < 0.2) if n_close >= 2: stats["穿模"] += 1 continue # 第 3 层: 角落(水平 16 方向中 > 一半 < 1.0m) n_wall = sum(1 for d in dists[:16] if d < min_wall_dist) if n_wall > 8: stats["角落"] += 1 continue # 第 4 层: 包裹(hit_rate≥90% + CV<0.30 + max<8m) finite = [d for d in dists if d < float('inf')] hit_rate = len(finite) / n26 if hit_rate >= 0.90 and len(finite) >= 2: mean_d = sum(finite) / len(finite) max_d = max(finite) if mean_d > 0: var = sum((d - mean_d) ** 2 for d in finite) / len(finite) cv = var ** 0.5 / mean_d if cv < 0.30 and max_d < 8.0: stats["包裹"] += 1 continue # 第 5 层: 墙面间距(水平 16 方向最近 hit < 0.3m → 贴墙)★ 新增 horiz_finite = [d for d in dists[:16] if d < float('inf')] if horiz_finite and min(horiz_finite) < MIN_WALL_CLEARANCE: stats["贴墙"] += 1 continue # 第 6 层: 视野质量(有效方向太少 → 视野差) n_good = sum(1 for d in dists if VIEW_GOOD_MIN <= d <= VIEW_GOOD_MAX) good_ratio = n_good / n26 if good_ratio < VIEW_GOOD_RATIO: stats["视野差"] += 1 continue # 第 7 层: 窄缝检测(对向水平方向距离之和 < 1.5m → 两面墙夹着) # 水平 16 方向中,方向 i 和方向 i+8 是对向的(0°↔180°, 22.5°↔202.5°...) in_slit = False for i in range(8): d_fwd = dists[i] if dists[i] < float('inf') else 999 d_bwd = dists[i + 8] if dists[i + 8] < float('inf') else 999 if d_fwd + d_bwd < MIN_SLIT_WIDTH: in_slit = True break if in_slit: stats["窄缝"] += 1 continue passed.append(pos) dt = time.time() - t0 print(f" 过滤统计 ({dt:.1f}s): 总计={N}, 通过={len(passed)}") for k, v in stats.items(): print(f" ❌ {k}: {v} ({v * 100 // max(N, 1)}%)") print(f" 阈值: 天花板<{max_up:.1f}m, 地板<{max_down:.1f}m, " f"穿模<0.2m, 角落<{min_wall_dist:.1f}m, " f"包裹: hit≥90%+cv<0.3+max<8m, " f"贴墙<{MIN_WALL_CLEARANCE}m, " f"视野: ≥{VIEW_GOOD_RATIO:.0%}方向 {VIEW_GOOD_MIN}-{VIEW_GOOD_MAX}m, " f"窄缝<{MIN_SLIT_WIDTH}m") if len(passed) < 5 and N > 20: print(f" [诊断] 通过率低 ({len(passed)}/{N})") return passed def setup_erp_camera(): """创建 ERP 全景相机""" for obj in list(bpy.context.scene.objects): if obj.type == 'CAMERA': bpy.data.objects.remove(obj, do_unlink=True) cam_data = bpy.data.cameras.new("ERP_Camera") cam_data.type = 'PANO' if hasattr(cam_data, 'panorama_type'): cam_data.panorama_type = 'EQUIRECTANGULAR' if hasattr(cam_data, 'cycles'): cam_data.cycles.panorama_type = 'EQUIRECTANGULAR' cam_obj = bpy.data.objects.new("ERP_Camera", cam_data) bpy.context.scene.collection.objects.link(cam_obj) bpy.context.scene.camera = cam_obj print(f" 创建 ERP 相机: {cam_obj.name}") return cam_obj def enable_gpu(): try: prefs = bpy.context.preferences.addons['cycles'].preferences for dt in ['OPTIX', 'CUDA']: try: prefs.compute_device_type = dt prefs.get_devices() gpus = [d for d in prefs.devices if d.type == dt] if gpus: for d in prefs.devices: d.use = (d.type == dt) bpy.context.scene.cycles.device = 'GPU' print(f" GPU 渲染: {gpus[0].name} ({dt})") return True except Exception: continue print(" [WARN] 无可用 GPU,使用 CPU 渲染") bpy.context.scene.cycles.device = 'CPU' except Exception as e: print(f" [ERROR] GPU 设置异常: {e}") return False def setup_render_settings(resolution, engine, samples, exposure): scene = bpy.context.scene scene.render.engine = engine scene.render.resolution_x = resolution[0] scene.render.resolution_y = resolution[1] scene.render.resolution_percentage = 100 scene.render.image_settings.file_format = 'PNG' scene.render.image_settings.color_mode = 'RGB' scene.render.image_settings.color_depth = '8' # 取消曝光,使用强环境光 # scene.view_settings.exposure = exposure # AgX(Blender 4+默认)对室内场景会严重压暗;改用 Standard 线性映射, # 颜色准确且更亮,曝光完全由 exposure 参数控制。 # scene.view_settings.view_transform = 'Standard' # scene.view_settings.look = 'None' if engine == 'CYCLES': scene.cycles.samples = samples scene.cycles.use_denoising = True scene.cycles.max_bounces = 4 scene.cycles.diffuse_bounces = 2 scene.cycles.glossy_bounces = 2 scene.cycles.transmission_bounces = 2 scene.cycles.transparent_max_bounces = 8 enable_gpu() print(f" 渲染设置: {engine} {resolution[0]}x{resolution[1]} " f"samples={samples} exposure={exposure} view_transform=Standard") def _world_has_effective_light(world) -> bool: """判断 World 节点是否能产生有效的环境光(Strength > 0.05)。 GLB 导入的场景通常有一个 World 对象,但 Background Strength 可能为 0。 """ if world is None: return False if not world.use_nodes or world.node_tree is None: # 没用节点系统:用旧 API 的纯色环境,认为有效 return True for node in world.node_tree.nodes: if node.type == 'BACKGROUND': strength = node.inputs.get('Strength') if strength is not None: val = strength.default_value # 如果有链接(HDR 贴图等),视为有效 if strength.is_linked or float(val) > 0.05: return True return False def setup_lighting(camera_position=None, scene_bounds=None): """ 设置照明(材质预览模式:仅使用强环境光,无其他光源,显示材质原始颜色和亮度) Args: camera_position: 相机位置 (x, y, z)(未使用) scene_bounds: 场景边界 (min, max)(未使用) """ scene = bpy.context.scene # 添加环境光(材质预览模式) world = bpy.data.worlds.new("World") scene.world = world world.use_nodes = True # 获取节点树 nodes = world.node_tree.nodes links = world.node_tree.links # 清除默认节点 nodes.clear() # 创建背景节点 - 使用非常强的环境光(类似材质预览模式) # 只使用环境光,无其他光源,确保材质显示原始颜色和亮度,无明暗变化 background = nodes.new('ShaderNodeBackground') background.inputs['Color'].default_value = (1.0, 1.0, 1.0, 1.0) # 白色背景 background.inputs['Strength'].default_value = 1.0 # 环境光强度(材质预览模式,避免过曝) # 创建输出节点 output = nodes.new('ShaderNodeOutputWorld') # 连接节点 links.new(background.outputs['Background'], output.inputs['Surface']) # === 不添加任何其他光源 === # 只使用环境光,确保整个场景光照完全均匀,无距离衰减,无明暗变化 # 这样材质会显示其原始颜色和亮度,就像Blender材质预览模式一样 print("[INFO] 设置照明完成(材质预览模式:仅强环境光,无其他光源,显示材质原始颜色和亮度)") def setup_depth_pass(): """ 设置深度渲染 pass(Blender 5.0+ API) 在 Blender 中启用 Z pass,用于获取深度信息。 使用 Blender 5.0 新的 compositing_node_group API。 """ scene = bpy.context.scene # 启用 View Layer 的 Z pass view_layer = bpy.context.view_layer view_layer.use_pass_z = True # Blender 5.0: scene.node_tree 已移除,改用 compositing_node_group # 创建新的 CompositorNodeTree 并赋给场景 tree = bpy.data.node_groups.new("DepthCompositor", "CompositorNodeTree") scene.compositing_node_group = tree nodes = tree.nodes links = tree.links # 创建 Render Layers 节点 render_layers = nodes.new('CompositorNodeRLayers') render_layers.location = (0, 300) # Blender 5.0: 用 NodeGroupOutput 替代 CompositorNodeComposite output = nodes.new('NodeGroupOutput') output.location = (400, 300) tree.interface.new_socket(name="Image", in_out="OUTPUT", socket_type="NodeSocketColor") # 连接 RGB 输出 links.new(render_layers.outputs['Image'], output.inputs['Image']) # 创建 File Output 节点(用于深度 EXR) file_output = nodes.new('CompositorNodeOutputFile') file_output.location = (400, 0) file_output.directory = "" # 稍后在渲染时设置(Blender 5.0: 替代 base_path) file_output.format.media_type = 'IMAGE' # Blender 5.0: 必须先设 media_type file_output.format.file_format = 'OPEN_EXR' file_output.format.color_depth = '32' file_output.format.exr_codec = 'ZIP' # Blender 5.0: file_output_items 替代 file_slots file_output.file_output_items.clear() file_output.file_output_items.new('FLOAT', "depth") # 连接深度输出 links.new(render_layers.outputs['Depth'], file_output.inputs['depth']) print("[INFO] 深度 pass 已启用(Blender 5.0 API)") return file_output # ===================================================================== # 渲染 + 深度转换 + 位姿保存(同进程,只移动相机) # ===================================================================== def convert_depth_exr_to_npy(exr_path, npy_path): """EXR → NPY(Blender 内置 API,不依赖 OpenEXR 库)""" img = bpy.data.images.load(exr_path) w, h = img.size[0], img.size[1] pixels = np.array(img.pixels[:]).reshape(h, w, -1) depth = np.flipud(pixels[:, :, 0]) unit_scale = bpy.context.scene.unit_settings.scale_length depth_m = depth * unit_scale depth_m[(depth_m > 1000.0) | (depth_m <= 0)] = 0.0 np.save(npy_path, depth_m.astype(np.float32)) bpy.data.images.remove(img) try: os.remove(exr_path) except OSError: pass def render_frame_inprocess(cam_obj, frame_id, camera_pos, camera_rot, output_dir, depth_fo): """同进程渲染一帧,返回 (rgb_path, depth_path, pose_path)""" cam_obj.location = Vector(camera_pos) cam_obj.rotation_euler = Euler(camera_rot, 'XYZ') base = f"panorama_{frame_id:04d}" rgb_path = os.path.join(output_dir, f"{base}.png") depth_npy = os.path.join(output_dir, f"{base}_depth.npy") pose_path = os.path.join(output_dir, f"pose_{frame_id:04d}.json") bpy.context.scene.render.filepath = rgb_path abs_dir = os.path.abspath(output_dir) depth_fo.directory = abs_dir depth_fo.file_name = base + "_" depth_exr = os.path.join(abs_dir, base + "_depth.exr") bpy.context.scene.frame_set(frame_id) bpy.ops.render.render(write_still=True) # 深度转换 if os.path.exists(depth_exr): convert_depth_exr_to_npy(depth_exr, depth_npy) else: import glob hits = glob.glob(os.path.join(abs_dir, f"*{base}*depth*.exr")) if hits: convert_depth_exr_to_npy(hits[0], depth_npy) else: print(f" [WARN] 未找到深度 EXR: {depth_exr}") depth_npy = None # 位姿(与 render_erp_blender.py save_pose 完全一致的格式) save_pose(cam_obj, pose_path, frame_id) return rgb_path, depth_npy, pose_path def save_pose(camera_object, output_path, frame_id): """保存位姿(绝对位姿,cam_to_world,兼容 ERPT) 格式与 render_erp_blender.py 的 save_pose 完全一致: R_cw_erpt = T @ R_obj_blender @ M """ unit_scale = bpy.context.scene.unit_settings.scale_length abs_pos_b = list(camera_object.location) abs_quat_b = camera_object.rotation_euler.to_quaternion() # Blender(X右,Y前,Z上) → 统一(X右,Y上,Z前) abs_pos_u = [ abs_pos_b[0] * unit_scale, # X abs_pos_b[2] * unit_scale, # Y_unified = Z_blender abs_pos_b[1] * unit_scale, # Z_unified = Y_blender ] R_obj = abs_quat_b.to_matrix() T = Matrix([[1, 0, 0], [0, 0, 1], [0, 1, 0]]) M = Matrix([[1, 0, 0], [0, 1, 0], [0, 0, -1]]) R_cw = T @ R_obj @ M q = R_cw.to_quaternion() pose_data = { "frame_id": frame_id, "position": abs_pos_u, "rotation_quaternion": [q.w, q.x, q.y, q.z], "camera_type": "erp_ray", "coordinate_system": "right-handed, Y-up, Z-forward (cam_to_world)", "render_method": "blender_cycles", } with open(output_path, 'w') as f: json.dump(pose_data, f, indent=2) # ===================================================================== # 选帧核心(向量化,内嵌) # ===================================================================== def build_ray_directions(H=WARP_H, W=WARP_W): """向量化构建 ERP 射线方向(Z-up)""" i = np.arange(H, dtype=np.float64) j = np.arange(W, dtype=np.float64) phi = np.pi / 2 - np.pi * (i + 0.5) / H theta = 2 * np.pi * (j + 0.5) / W phi, theta = np.meshgrid(phi, theta, indexing='ij') return np.stack([ np.cos(phi) * np.cos(theta), np.cos(phi) * np.sin(theta), np.sin(phi), ], axis=-1) _ray_dirs_cache = {} def get_ray_dirs(H=WARP_H, W=WARP_W): if (H, W) not in _ray_dirs_cache: _ray_dirs_cache[(H, W)] = build_ray_directions(H, W) return _ray_dirs_cache[(H, W)] def depth_to_3d_points(position, depth, ray_dirs, max_depth=None): valid = depth > 0 if max_depth is not None: valid &= (depth <= max_depth) if not np.any(valid): return np.empty((0, 3), dtype=np.float64) pos = np.array(position, dtype=np.float64) return (pos + ray_dirs * depth[..., np.newaxis])[valid] def project_points_to_coverage(pts, tgt_pos, H=WARP_H, W=WARP_W): """把累积点云投影到候选位置的全景图,返回覆盖 mask。""" if len(pts) == 0: return np.zeros((H, W), dtype=bool) tgt = np.array(tgt_pos, dtype=np.float64) vecs = pts - tgt x, y, z = vecs[:, 0], vecs[:, 1], vecs[:, 2] r_xy = np.sqrt(x ** 2 + y ** 2) phi = np.arctan2(z, r_xy) theta = np.arctan2(y, x) % (2 * np.pi) vi = np.clip(((np.pi / 2 - phi) / np.pi * H).astype(np.int32), 0, H - 1) uj = np.clip((theta / (2 * np.pi) * W).astype(np.int32), 0, W - 1) cov = np.zeros((H, W), dtype=bool) cov[vi, uj] = True pad = cov.copy() pad[1:, :] |= cov[:-1, :] pad[:-1, :] |= cov[1:, :] pad[:, 1:] |= cov[:, :-1] pad[:, :-1] |= cov[:, 1:] return pad # ---- GPU 加速(延迟初始化,Phase 2 第一次选帧时检测)---- _GPU_BACKEND = None _gpu_lib = None _gpu_checked = False def _init_gpu(): """延迟初始化 GPU,避免模块加载时显存冲突""" global _GPU_BACKEND, _gpu_lib, _gpu_checked if _gpu_checked: return _gpu_checked = True try: import torch if torch.cuda.is_available(): _GPU_BACKEND = "torch" _gpu_lib = torch print(f"[GPU] torch {torch.__version__} (CUDA),选帧将使用 GPU 加速") return except ImportError: pass try: import cupy as cp try: cp.get_default_memory_pool().free_all_blocks() cp.get_default_pinned_memory_pool().free_all_blocks() except Exception: pass cp.zeros(1) _GPU_BACKEND = "cupy" _gpu_lib = cp print(f"[GPU] cupy {cp.__version__},选帧将使用 GPU 加速") return except Exception as e: print(f"[Warning] cupy 初始化失败: {e}") print("[CPU] 未检测到 torch/cupy,选帧使用 CPU") def _batch_coverage_gpu(pts_np, candidate_positions, remaining_indices, H, W): """GPU 批量投影:逐候选在 GPU 上算覆盖数 返回: dict[ci] -> covered_pixels (int) """ total_px = H * W results = {} if _GPU_BACKEND == "torch": import torch device = torch.device("cuda") pts_gpu = torch.from_numpy(pts_np).double().to(device) PI = torch.pi TWO_PI = 2 * torch.pi for ci in remaining_indices: tgt = torch.tensor(candidate_positions[ci], dtype=torch.float64, device=device) vecs = pts_gpu - tgt x, y, z = vecs[:, 0], vecs[:, 1], vecs[:, 2] r_xy = torch.sqrt(x ** 2 + y ** 2) phi = torch.atan2(z, r_xy) theta = torch.atan2(y, x) % TWO_PI vi = torch.clamp(((PI / 2 - phi) / PI * H).long(), 0, H - 1) uj = torch.clamp((theta / TWO_PI * W).long(), 0, W - 1) flat = vi * W + uj cov = torch.zeros(total_px, dtype=torch.bool, device=device) cov[flat] = True cov_2d = cov.view(H, W) pad = cov_2d.clone() pad[1:, :] |= cov_2d[:-1, :] pad[:-1, :] |= cov_2d[1:, :] pad[:, 1:] |= cov_2d[:, :-1] pad[:, :-1] |= cov_2d[:, 1:] results[ci] = int(pad.sum().item()) elif _GPU_BACKEND == "cupy": import cupy as cp pts_gpu = cp.asarray(pts_np, dtype=cp.float64) PI = cp.pi TWO_PI = 2 * cp.pi for ci in remaining_indices: tgt = cp.array(candidate_positions[ci], dtype=cp.float64) vecs = pts_gpu - tgt x, y, z = vecs[:, 0], vecs[:, 1], vecs[:, 2] r_xy = cp.sqrt(x ** 2 + y ** 2) phi = cp.arctan2(z, r_xy) theta = cp.arctan2(y, x) % TWO_PI vi = cp.clip(((PI / 2 - phi) / PI * H).astype(cp.int32), 0, H - 1) uj = cp.clip((theta / TWO_PI * W).astype(cp.int32), 0, W - 1) flat = vi * W + uj cov = cp.zeros(total_px, dtype=cp.bool_) cov[flat] = True cov_2d = cov.reshape(H, W) pad = cov_2d.copy() pad[1:, :] |= cov_2d[:-1, :] pad[:-1, :] |= cov_2d[1:, :] pad[:, 1:] |= cov_2d[:, :-1] pad[:, :-1] |= cov_2d[:, 1:] results[ci] = int(cp.sum(pad)) return results def trim_depth(new_depth, new_pos, existing_pts, ray_dirs): H, W = new_depth.shape n_orig = int(np.sum(new_depth > 0)) if len(existing_pts) == 0: return new_depth.copy(), n_orig, n_orig cov = project_points_to_coverage(existing_pts, new_pos, H, W) trimmed = new_depth.copy() trimmed[cov] = 0 return trimmed, n_orig, int(np.sum(trimmed > 0)) def load_depth_downsampled(path, H=WARP_H, W=WARP_W): d = np.load(path).astype(np.float32) d = np.nan_to_num(d, nan=0.0) if d.shape == (H, W): return d try: import cv2 return cv2.resize(d, (W, H), interpolation=cv2.INTER_AREA) except ImportError: h, w = d.shape bh, bw = h // H, w // W if bh < 1 or bw < 1: r = np.zeros((H, W), dtype=np.float32) r[:min(h, H), :min(w, W)] = d[:min(h, H), :min(w, W)] return r return d[:bh * H, :bw * W].reshape(H, bh, W, bw).mean(axis=(1, 3)) def select_next_frame(candidates, selected_idx, selected_pos, all_pts, reachable=None): """选下一帧:纯贪心,选 score 最高的候选 reachable: set of candidate indices,可达候选集合。 None = 不限制。 cupy 可用时自动 GPU 加速。 """ n = len(candidates) H, W = WARP_H, WARP_W total_px = H * W overlap_penalty = DEFAULT_OVERLAP_PENALTY remaining = [] for i in range(n): if i in selected_idx: continue if reachable is not None and i not in reachable: continue remaining.append(i) if not remaining: return -1, 0.0, -999.0, 0 # ---- GPU 路径 ---- _init_gpu() if _GPU_BACKEND and len(all_pts) > 0: covered_map = _batch_coverage_gpu(all_pts, candidates, remaining, H, W) scores = {} for ci in remaining: covered = covered_map.get(ci, 0) new_r = (total_px - covered) / total_px ovl_r = covered / total_px scores[ci] = { "gain": new_r, "overlap": ovl_r, "score": new_r - overlap_penalty * ovl_r, } else: # ---- CPU 路径 ---- scores = {} for ci in remaining: cov = project_points_to_coverage(all_pts, candidates[ci], H, W) covered = int(np.sum(cov)) new_r = (total_px - covered) / total_px ovl_r = covered / total_px scores[ci] = { "gain": new_r, "overlap": ovl_r, "score": new_r - overlap_penalty * ovl_r, } best_ci, best_sc, best_g = -1, -999.0, 0.0 for ci in remaining: if scores[ci]["score"] > best_sc: best_sc = scores[ci]["score"] best_ci = ci best_g = scores[ci]["gain"] return best_ci, best_g, best_sc, len(remaining) def compute_max_depth(candidates): pos_arr = np.array(candidates) diag = float(np.linalg.norm(pos_arr.max(0) - pos_arr.min(0))) return diag * 1.5 # ===================================================================== # Phase 2: 边渲边选主循环 # ===================================================================== def run_phase2(cam_obj, candidates, mesh_center, output_dir, max_frames, resolution, depth_fo, args): ray_dirs = get_ray_dirs(WARP_H, WARP_W) max_depth = compute_max_depth(candidates) scene_diag = float(np.linalg.norm( np.array(candidates).max(0) - np.array(candidates).min(0))) selected_idx = set() selected_pos = [] all_pts = np.empty((0, 3), dtype=np.float64) pts_chunks = [] results = [] # 可达性 reachable = set() actual_gain_history = [] delta_history = [] # ======== 楼层分组(候选按 Z 聚类)======== z_vals = sorted(set(round(c[2], 2) for c in candidates)) floors = [[z_vals[0]]] for z in z_vals[1:]: if z - floors[-1][-1] > 1.0: floors.append([z]) else: floors[-1].append(z) # 每个候选标记楼层(找 Z 最近的楼层) n_floors = len(floors) floor_mids = [sum(f) / len(f) for f in floors] # 每层的 Z 中心 candidate_floor = [] for c in candidates: cz = c[2] fi = min(range(n_floors), key=lambda i: abs(cz - floor_mids[i])) candidate_floor.append(fi) current_floor = 0 # 当前楼层的候选索引集合 def floor_set(fi): return set(i for i, f in enumerate(candidate_floor) if f == fi) floor_names = [f"楼层{i+1}(Z={min(f):.1f}~{max(f):.1f})" for i, f in enumerate(floors)] print(f"\n{'='*60}") print(f"[Phase 2] 边渲边选 (候选={len(candidates)}, 固定={max_frames}帧)") print(f"{'='*60}") print(f" {n_floors} 个楼层: {floor_names}") print(f" 高度层: {['%.2f' % z for z in z_vals]}") print(f" 选帧策略: 楼层顺序 + 层内全局最优 (可达优先, 无提前停止)") t_total = time.time() # 时间统计 time_select = 0.0 time_render = 0.0 time_depth = 0.0 time_reach = 0.0 for frame_count in range(max_frames): # ======== 选位置 ======== t_sel = time.time() if frame_count == 0: # F0: XY 取第一楼层候选的几何中心,Z 取高度层中心 floor0_candidates = [(i, c) for i, c in enumerate(candidates) if candidate_floor[i] == 0] if floor0_candidates: f0_pts = np.array([c for _, c in floor0_candidates]) xy_center = f0_pts[:, :2].mean(axis=0) # XY 几何中心 floor0_zs = sorted(set(c[2] for _, c in floor0_candidates)) z_target = min(floor0_zs) + 1.2 # 楼板高度 + 1.7m ≈ 人眼高度 target = np.array([xy_center[0], xy_center[1], z_target]) dists_to_target = [np.linalg.norm(np.array(c) - target) for _, c in floor0_candidates] best_idx = int(np.argmin(dists_to_target)) ci = floor0_candidates[best_idx][0] else: mc = np.array(mesh_center, dtype=np.float64) ci = int(np.argmin([np.linalg.norm(np.array(c) - mc) for c in candidates])) gain, score = 1.0, 1.0 print(f"\n F{frame_count}: 选候选[{ci}] " f"(楼层中心, Z={candidates[ci][2]:.2f}m) " f"[{floor_names[current_floor]}]") else: cur_floor_ids = floor_set(current_floor) floor_reachable = reachable & cur_floor_ids if reachable else set() ci, gain, score, n_remain = select_next_frame( candidates, selected_idx, selected_pos, all_pts, reachable=floor_reachable if floor_reachable else cur_floor_ids) # 当前楼层可达候选不够 → 扩展到当前楼层全局 if ci < 0: ci, gain, score, n_remain = select_next_frame( candidates, selected_idx, selected_pos, all_pts, reachable=cur_floor_ids) # 当前楼层无候选 → 切换楼层 if ci < 0: current_floor += 1 if current_floor < n_floors: print(f"\n F{frame_count}: {floor_names[current_floor-1]} 候选用尽," f" 切换到 {floor_names[current_floor]}") ci, gain, score, n_remain = select_next_frame( candidates, selected_idx, selected_pos, all_pts, reachable=floor_set(current_floor)) if ci < 0: ci, gain, score, n_remain = select_next_frame( candidates, selected_idx, selected_pos, all_pts, reachable=None) # 全局无候选 → 无法继续 if ci < 0: print(f"\n F{frame_count}: 所有候选已用尽,停止 (已渲染 {len(results)} 帧)") break print(f"\n F{frame_count}: 选候选[{ci}] " f"gain={gain:.1%} score={score:.3f} 剩余={n_remain}" f" [Z={candidates[ci][2]:.2f} {floor_names[current_floor]}" f" 可达={len(floor_reachable)}]") pos = candidates[ci] selected_idx.add(ci) selected_pos.append(pos) dt_sel = time.time() - t_sel time_select += dt_sel if frame_count > 0: print(f" [选帧 {dt_sel:.1f}s]") # ======== 渲染 ======== cam_rot = get_camera_rot(args.rotation_type, frame_count) print(f" 位置: [{pos[0]:.2f}, {pos[1]:.2f}, {pos[2]:.2f}]") print(f" 渲染...", end="", flush=True) t_r = time.time() rgb_path, depth_path, pose_path = render_frame_inprocess( cam_obj, frame_count, pos, cam_rot, output_dir, depth_fo) dt_r = time.time() - t_r time_render += dt_r print(f" {dt_r:.1f}s") # ======== depth → 3D 点云 ======== t_dep = time.time() actual_gain = 1.0 delta_ratio = 1.0 if depth_path and os.path.exists(depth_path): depth = load_depth_downsampled(depth_path, WARP_H, WARP_W) total_px = WARP_H * WARP_W n_valid = int(np.sum(depth > 0)) valid_ratio = n_valid / total_px if frame_count == 0: new_pts = depth_to_3d_points(pos, depth, ray_dirs, max_depth) pts_chunks.append(new_pts) all_pts = new_pts actual_gain = valid_ratio print(f" depth: {n_valid}px ({valid_ratio:.0%} 有效)" f" → {len(new_pts)} 个 3D 点 (全部)") else: # ---- 质量检查 ---- MIN_VALID_RATIO = 0.30 if valid_ratio < MIN_VALID_RATIO: print(f" depth: {n_valid}px ({valid_ratio:.0%} 有效)" f" < {MIN_VALID_RATIO:.0%} → 室外/空壳,跳过此帧") results.append({ "frame_id": frame_count, "candidate_idx": ci, "position": pos, "gain": float(gain), "actual_gain": 0.0, "delta_ratio": 0.0, "score": float(score), "skipped": True, "skip_reason": f"valid_ratio={valid_ratio:.1%}", }) for fp in [rgb_path, depth_path]: if fp and os.path.exists(fp): try: os.remove(fp) except OSError: pass time_depth += time.time() - t_dep continue trimmed, n_orig, n_new = trim_depth( depth, pos, all_pts, ray_dirs) new_pts = depth_to_3d_points(pos, trimmed, ray_dirs, max_depth) pts_chunks.append(new_pts) all_pts = np.concatenate(pts_chunks) actual_gain = n_new / total_px delta_ratio = (len(new_pts) / len(all_pts) if len(all_pts) > 0 else 1.0) print(f" depth: {n_valid}px ({valid_ratio:.0%} 有效)" f" → trim → {n_new}px 新增" f" → {len(new_pts)} 个新 3D 点 (delta)") print(f" 累积点云: {len(all_pts)}") print(f" 实际gain: {actual_gain:.1%}, " f"点云增量: {delta_ratio:.1%}") else: print(f" [Error] 无 depth 文件!") break results.append({ "frame_id": frame_count, "candidate_idx": ci, "position": pos, "gain": float(gain), "actual_gain": float(actual_gain), "delta_ratio": float(delta_ratio), "score": float(score), }) time_depth += time.time() - t_dep # ======== 更新可达性 ======== if IN_BLENDER: t_reach = time.time() scene = bpy.context.scene depsgraph = bpy.context.evaluated_depsgraph_get() n_new_reachable = 0 for ci_check in range(len(candidates)): if ci_check in selected_idx or ci_check in reachable: continue origin = Vector(pos) target = Vector(candidates[ci_check]) direction = (target - origin).normalized() dist_to_target = (target - origin).length if dist_to_target < 0.1: reachable.add(ci_check) n_new_reachable += 1 continue hit, loc, *_ = scene.ray_cast(depsgraph, origin, direction) if not hit or (loc - origin).length >= dist_to_target * 0.95: reachable.add(ci_check) n_new_reachable += 1 dt_reach = time.time() - t_reach time_reach += dt_reach print(f" [可达性] 新增 {n_new_reachable} 个可达候选, " f"总可达 {len(reachable)} / {len(candidates)} " f"({dt_reach:.1f}s)") if frame_count > 0: actual_gain_history.append(actual_gain) delta_history.append(delta_ratio) # ======== 补帧:候选不足时生成扰动位置补齐到 max_frames ======== valid_results = [r for r in results if not r.get("skipped")] if len(valid_results) < max_frames: need = max_frames - len(valid_results) print(f"\n [补帧] 有效帧 {len(valid_results)}/{max_frames},需补 {need} 帧") scene = bpy.context.scene depsgraph = bpy.context.evaluated_depsgraph_get() frame_count = (results[-1]["frame_id"] + 1) if results else 0 PERTURB_OFFSETS = [0.2, 0.3, 0.15, 0.25, 0.35] perturb_round = 0 while len(valid_results) < max_frames: # 先尝试未使用的原始候选 ci_sup, gain_sup, score_sup, _ = select_next_frame( candidates, selected_idx, selected_pos, all_pts, reachable=None) if ci_sup >= 0: pos = candidates[ci_sup] selected_idx.add(ci_sup) selected_pos.append(pos) label = f"候选[{ci_sup}]" else: # 原始候选用尽 → 从已选位置生成扰动位置 offset = PERTURB_OFFSETS[perturb_round % len(PERTURB_OFFSETS)] perturb_round += 1 found = False _random.shuffle(selected_pos) for base_pos in selected_pos: for _ in range(20): dx = _random.uniform(-offset, offset) dy = _random.uniform(-offset, offset) new_pos = [base_pos[0] + dx, base_pos[1] + dy, base_pos[2]] # raycast 验证:上下必须 hit(在室内) origin = Vector(new_pos) hit_up, *_ = scene.ray_cast(depsgraph, origin, Vector((0, 0, 1))) hit_dn, *_ = scene.ray_cast(depsgraph, origin, Vector((0, 0, -1))) if hit_up and hit_dn: pos = new_pos selected_pos.append(pos) found = True break if found: break if not found: print(f" 无法生成有效扰动位置,停止补帧") break label = f"扰动(±{offset:.2f}m)" gain_sup, score_sup = 0.0, 0.0 cam_rot = get_camera_rot(args.rotation_type, frame_count) print(f" 补帧 F{frame_count}: {label}" f" [{pos[0]:.2f}, {pos[1]:.2f}, {pos[2]:.2f}]") print(f" 渲染...", end="", flush=True) t_r = time.time() rgb_path, depth_path, pose_path = render_frame_inprocess( cam_obj, frame_count, pos, cam_rot, output_dir, depth_fo) dt_r = time.time() - t_r time_render += dt_r print(f" {dt_r:.1f}s") actual_gain = 0.0 delta_ratio = 0.0 skipped = False if depth_path and os.path.exists(depth_path): depth = load_depth_downsampled(depth_path, WARP_H, WARP_W) total_px = WARP_H * WARP_W n_valid = int(np.sum(depth > 0)) valid_ratio = n_valid / total_px if valid_ratio < 0.30: skipped = True for fp in [rgb_path, depth_path]: if fp and os.path.exists(fp): try: os.remove(fp) except OSError: pass print(f" valid={valid_ratio:.0%} < 30% → 跳过") else: trimmed, n_orig, n_new = trim_depth(depth, pos, all_pts, ray_dirs) new_pts = depth_to_3d_points(pos, trimmed, ray_dirs, max_depth) pts_chunks.append(new_pts) all_pts = np.concatenate(pts_chunks) actual_gain = n_new / total_px delta_ratio = len(new_pts) / len(all_pts) if len(all_pts) > 0 else 0 print(f" depth: {n_new}px 新增, gain={actual_gain:.1%}") result_entry = { "frame_id": frame_count, "position": pos, "gain": float(gain_sup), "actual_gain": float(actual_gain), "delta_ratio": float(delta_ratio), "score": float(score_sup), "supplementary": True, } if skipped: result_entry["skipped"] = True results.append(result_entry) if not skipped: valid_results = [r for r in results if not r.get("skipped")] frame_count += 1 valid_results = [r for r in results if not r.get("skipped")] print(f" 补帧完成: 有效帧 {len(valid_results)}/{max_frames}") dt = time.time() - t_total time_other = dt - time_select - time_render - time_depth - time_reach print(f"\n {'─'*50}") print(f" 共 {len(results)} 帧, {dt:.1f}s ({dt/60:.1f}min)") print(f" 耗时分布:") print(f" 选帧: {time_select:.1f}s ({time_select/max(dt,1)*100:.0f}%)" f" — 点云投影评估候选") print(f" 渲染: {time_render:.1f}s ({time_render/max(dt,1)*100:.0f}%)" f" — Blender Cycles GPU") print(f" 深度: {time_depth:.1f}s ({time_depth/max(dt,1)*100:.0f}%)" f" — depth→点云+trim") print(f" 可达性: {time_reach:.1f}s ({time_reach/max(dt,1)*100:.0f}%)" f" — raycast 扫描") if time_other > 1: print(f" 其他: {time_other:.1f}s ({time_other/max(dt,1)*100:.0f}%)") return results # ===================================================================== # 自动曝光 # ===================================================================== def auto_adjust_exposure(cam_obj, test_pos, output_dir, initial_exposure): """F0 位置低采样快速渲一帧,分析亮度,自动调整 exposure。 目标:有效像素平均亮度 ≈ 120/255。 过曝 (>200): 降 EV 欠曝 (<40): 升 EV 正常 (40~200): 不动 """ TARGET_MEAN = 120.0 scene = bpy.context.scene original_samples = scene.cycles.samples # 低采样快速测试 scene.cycles.samples = 16 test_path = os.path.join(output_dir, "_exposure_test.png") scene.render.filepath = test_path cam_obj.location = Vector(test_pos) cam_obj.rotation_euler = Euler((math.pi / 2, 0, 0), 'XYZ') print(f"\n[自动曝光] 测试渲染 (16 samples, exposure={initial_exposure:.1f})...", end="", flush=True) t0 = time.time() bpy.ops.render.render(write_still=True) print(f" {time.time() - t0:.1f}s") # 分析亮度 img = bpy.data.images.load(test_path) w, h = img.size[0], img.size[1] pixels = np.array(img.pixels[:]).reshape(h, w, -1) rgb = pixels[:, :, :3] brightness = (0.299 * rgb[:,:,0] + 0.587 * rgb[:,:,1] + 0.114 * rgb[:,:,2]) * 255 # 只看非纯黑像素(排除天空/无效区域) valid_mask = brightness > 1.0 n_valid = int(np.sum(valid_mask)) if n_valid > 0: mean_b = float(np.mean(brightness[valid_mask])) # 过曝比例(亮度 > 250 的像素占比) overexposed = float(np.sum(brightness[valid_mask] > 250)) / n_valid # 欠曝比例(亮度 < 10 的像素占比) underexposed = float(np.sum(brightness[valid_mask] < 10)) / n_valid else: mean_b = 0.0 overexposed = 0.0 underexposed = 1.0 bpy.data.images.remove(img) try: os.remove(test_path) except OSError: pass print(f" 亮度分析: 平均={mean_b:.0f}/255, " f"过曝={overexposed:.0%}, 欠曝={underexposed:.0%}, " f"有效像素={n_valid}/{h*w}") # 调整 new_exposure = initial_exposure if mean_b < 1.0: new_exposure = initial_exposure + 4.0 print(f" [严重欠曝] exposure: {initial_exposure:.1f} → {new_exposure:.1f} (+4.0 EV)") elif mean_b < 40: ev_adj = min(4.0, math.log2(TARGET_MEAN / max(mean_b, 1.0))) new_exposure = initial_exposure + ev_adj + 1.0 # 额外 +1 print(f" [欠曝] exposure: {initial_exposure:.1f} → {new_exposure:.1f} (+{ev_adj:.1f} EV)") elif mean_b > 200: ev_adj = max(-4.0, math.log2(TARGET_MEAN / mean_b)) new_exposure = initial_exposure + ev_adj print(f" [过曝] exposure: {initial_exposure:.1f} → {new_exposure:.1f} ({ev_adj:.1f} EV)") elif overexposed > 0.3: # 平均还行但大面积过曝 new_exposure = initial_exposure - 1.5 print(f" [局部过曝 {overexposed:.0%}] exposure: {initial_exposure:.1f} → {new_exposure:.1f} (-1.5 EV)") else: print(f" [正常] 曝光无需调整") # 限幅 new_exposure = max(-2.0, min(12.0, new_exposure)) scene.view_settings.exposure = new_exposure scene.cycles.samples = original_samples return new_exposure # ===================================================================== # 有效天花板检测(忽略塔尖/天线等异常高点) # ===================================================================== def _detect_effective_ceiling(bmin, bmax, floor_z, ceiling_z_raw): """用 raycast 从多个 XY 采样点往上打,统计天花板高度的 75% 分位数。 塔尖、天线等只有少量采样点能 hit 到,被分位数过滤掉。 """ scene = bpy.context.scene depsgraph = bpy.context.evaluated_depsgraph_get() dir_up = Vector((0, 0, 1)) cx = (bmin[0] + bmax[0]) / 2 cy = (bmin[1] + bmax[1]) / 2 x_range = bmax[0] - bmin[0] y_range = bmax[1] - bmin[1] # 5x5 网格采样 ceil_hits = [] for ix in range(5): for iy in range(5): x = bmin[0] + x_range * (ix + 0.5) / 5 y = bmin[1] + y_range * (iy + 0.5) / 5 origin = Vector((x, y, floor_z + 0.5)) hit, loc, *_ = scene.ray_cast(depsgraph, origin, dir_up) if hit: ceil_hits.append(loc.z) if not ceil_hits: print(f" [天花板] 无 hit,使用 AABB: {ceiling_z_raw:.2f}m") return ceiling_z_raw ceil_hits.sort() # 75% 分位数:忽略最高的 25%(塔尖/天线) p75_idx = int(len(ceil_hits) * 0.75) effective_ceil = ceil_hits[min(p75_idx, len(ceil_hits) - 1)] # 至少保留 AABB 高度的合理范围(不能比中位数还低太多) median_ceil = ceil_hits[len(ceil_hits) // 2] effective_ceil = max(effective_ceil, median_ceil) # 不能比最低的 hit 还低(安全下限) effective_ceil = max(effective_ceil, floor_z + 2.5) if effective_ceil < ceiling_z_raw - 1.0: print(f" [天花板] AABB={ceiling_z_raw:.2f}m → 有效={effective_ceil:.2f}m" f" (忽略 {ceiling_z_raw - effective_ceil:.1f}m 塔尖/天线)") else: print(f" [天花板] {effective_ceil:.2f}m") return effective_ceil # ===================================================================== # Blender 模式主函数 # ===================================================================== def main_blender(): args = parse_args_blender() # 统一 scene_path if args.blend: scene_path = os.path.abspath(args.blend) else: scene_path = os.path.abspath(args.glb) output_dir = os.path.abspath(args.output_dir) resolution = tuple(int(x) for x in args.resolution.split(",")) os.makedirs(output_dir, exist_ok=True) scene_ext = Path(scene_path).suffix.lower() print("=" * 60) print("ERPT Blend Pipeline v5(单进程边渲边选)") print("=" * 60) print(f" Scene: {scene_path} [{scene_ext}]") print(f" Output: {output_dir}") print(f" Max frames: {args.num_frames}") print(f" Resolution: {resolution[0]}x{resolution[1]}") t_start = time.time() # ===== Phase 0: 加载场景 ===== load_scene(scene_path) # ===== 渲染设置(只做一次) ===== print(f"\n[Setup] 渲染配置") cam_obj = setup_erp_camera() setup_render_settings(resolution, args.engine, args.samples, args.exposure) setup_lighting() depth_fo = setup_depth_pass() rooms = json.loads(args.rooms) if args.rooms else {"rooms": []} for room in rooms["rooms"]: print(f" 房间: {room['room_id']}") # input("\n按Enter键继续...") bmin, bmax = np.array(room['bounds_min']), np.array(room['bounds_max']) # ===== Phase 1: 撒点 + 过滤 ===== print(f"\n{'='*60}") print("[Phase 1] 多层撒点 + 4层过滤") print(f"{'='*60}") floor_z_raw, ceiling_z_raw = bmin[2], bmax[2] # 有效天花板检测:用 raycast 忽略塔尖等异常高点 ceiling_z = _detect_effective_ceiling(bmin, bmax, floor_z_raw, ceiling_z_raw) floor_z = floor_z_raw heights = compute_camera_heights(floor_z, ceiling_z, args.camera_height, bmin=bmin, bmax=bmax) print(f" 场景 Z 范围: {floor_z:.2f} ~ {ceiling_z:.2f}m (总高 {ceiling_z - floor_z:.2f}m)") print(f" 相机层数: {len(heights)}") for i, z in enumerate(heights): print(f" 第{i+1}层: Z={z:.2f}m (离地 {z - floor_z:.2f}m)") x_range = bmax[0] - bmin[0] y_range = bmax[1] - bmin[1] n_layers = len(heights) scene_diag = math.sqrt(x_range ** 2 + y_range ** 2) x_sp = max(0.5, x_range / 20) y_sp = max(0.5, y_range / 20) nx = max(1, int((x_range - 2 * MARGIN) / args.grid_spacing)) ny = max(1, int((y_range - 2 * MARGIN) / args.grid_spacing)) total_user = nx * ny * n_layers if total_user <= 10000: x_sp = args.grid_spacing y_sp = args.grid_spacing print(f" 间距: {args.grid_spacing}m (候选≈{total_user}个)") else: nx_auto = max(1, int((x_range - 2 * MARGIN) / x_sp)) ny_auto = max(1, int((y_range - 2 * MARGIN) / y_sp)) total_auto = nx_auto * ny_auto * n_layers print(f" [自适应] 场景 {x_range:.0f}x{y_range:.0f}m, " f"X间距={x_sp:.1f}m, Y间距={y_sp:.1f}m " f"(候选≈{total_auto})") candidates = generate_candidate_grid(bmin, bmax, x_sp, y_sp, heights) if not candidates: print(" [Error] 没有候选点") # sys.exit(1) room_height = ceiling_z - floor_z candidates = raycast_6layer_filter(candidates, room_height) if not candidates: print(" [Warning] 全部被过滤,使用 mesh 中心") cx = (bmin[0] + bmax[0]) / 2 cy = (bmin[1] + bmax[1]) / 2 candidates = [[cx, cy, heights[0]]] sel_dir = os.path.join(output_dir, "frame_selection") os.makedirs(sel_dir, exist_ok=True) np.save(os.path.join(sel_dir, "candidates_filtered.npy"), np.array(candidates)) # ===== 自动曝光:用候选中心点快速测试 ===== mesh_center = [(bmin[0] + bmax[0]) / 2, (bmin[1] + bmax[1]) / 2, (bmin[2] + bmax[2]) / 2] # # 选最靠近中心的候选作为测试点 # mc = np.array(mesh_center) # test_dists = [np.linalg.norm(np.array(c) - mc) for c in candidates] # test_pos = candidates[int(np.argmin(test_dists))] space_output = os.path.join(output_dir, f"space_{room['room_id']:02d}") # # final_exposure = auto_adjust_exposure(cam_obj, test_pos, output_dir, depth_fo, args.exposure) # exposure_rate = 0.5 # exposure_count = 5 # exposure1 = auto_adjust_exposure(cam_obj, test_pos, space_output, args.exposure) # exposure2 = auto_adjust_exposure(cam_obj, test_pos, space_output, exposure1) # count = 2 # while abs(exposure1 - exposure2) > exposure_rate and count <= exposure_count: # exposure1 = exposure2 # exposure2 = auto_adjust_exposure(cam_obj, test_pos, space_output, exposure2) # count += 1 # print(f" 最终曝光: {exposure2:.1f} (共调整 {count-1} 次)") # ===== Phase 2: 边渲边选 ===== results = run_phase2( cam_obj, candidates, mesh_center, space_output, args.num_frames, resolution, depth_fo, args) # ===== 保存选帧摘要 ===== summary = { "scene": os.path.basename(scene_path), "scene_format": scene_ext, "total_frames": len(results), "candidates_count": len(candidates), "frames": [{ "frame_id": r["frame_id"], "position": r["position"], "gain": r["gain"], "actual_gain": r["actual_gain"], "delta_ratio": r["delta_ratio"], "score": r["score"], } for r in results], } with open(os.path.join(sel_dir, "selected_frames.json"), "w") as f: json.dump(summary, f, indent=2, ensure_ascii=False) dt = time.time() - t_start print(f"\n{'='*60}") print(f"完成! {len(results)} 帧, {dt:.1f}s ({dt/60:.1f}min)") print(f"{'='*60}") print(f"输出目录: {output_dir}/") for r in results: fid = r["frame_id"] print(f" panorama_{fid:04d}.png + _depth.npy + pose_{fid:04d}.json") # ===================================================================== # 入口 # ===================================================================== if __name__ == "__main__": if IN_BLENDER: main_blender() else: main_python()