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"""Batch render aligned scenes from different datasets: generate GLB files and render top/diagonal views.
This script processes the aligned unified-layout data (Z-up coordinate system).
Supports: scannet, arkitscenes, 3rscan, 3d-front
Usage:
# Step 1: Generate all GLB files (use internscenes environment)
conda activate internscenes
python tools/post_process/render_aligned_scenes.py --dataset scannet --mode compose --workers 4
# Step 2: Render all views (use blender environment)
conda activate blender
python tools/post_process/render_aligned_scenes.py --dataset scannet --mode render --workers 8
# Process all datasets
python tools/post_process/render_aligned_scenes.py --dataset all --mode render --workers 8
"""
from __future__ import annotations
import argparse
import os
import sys
import json
import subprocess
from pathlib import Path
from concurrent.futures import ProcessPoolExecutor, as_completed
from multiprocessing import cpu_count
try:
from tqdm import tqdm
except ImportError:
def tqdm(iterable, desc=None, total=None, **kwargs):
if desc:
print(f"{desc}...")
for i, item in enumerate(iterable):
yield item
tqdm.write = print
# Paths - 使用备份目录中的路径
ALIGNED_LAYOUT_DIR = "/home/v-meiszhang/backup/datas/unified-layout-aligned"
ASSET_LIBRARY_DIR = "/home/v-meiszhang/backup/datas/InternScenes/asset_library"
SCRIPT_DIR = os.path.dirname(os.path.abspath(__file__))
REPO_ROOT = Path(SCRIPT_DIR).parent.parent
BLENDER_RENDERER = str(REPO_ROOT / "InternScenes" / "InternScenes_Real2Sim" / "blender_renderer.py")
# Supported datasets
DATASETS = ["scannet", "3rscan", "arkitscenes", "3d-front"]
def get_all_scenes(dataset: str) -> list[tuple[str, str]]:
"""Get all scene names and their full paths for a dataset.
Returns list of (scene_name, scene_dir) tuples.
"""
dataset_dir = os.path.join(ALIGNED_LAYOUT_DIR, dataset)
scenes = []
if not os.path.isdir(dataset_dir):
print(f"Warning: Dataset directory not found: {dataset_dir}")
return scenes
if dataset == "arkitscenes":
# arkitscenes has Training/Validation subdirectories
for split in ["Training", "Validation"]:
split_dir = os.path.join(dataset_dir, split)
if os.path.isdir(split_dir):
for scene_name in sorted(os.listdir(split_dir)):
scene_path = os.path.join(split_dir, scene_name)
layout_json = os.path.join(scene_path, "layout.json")
if os.path.isdir(scene_path) and os.path.exists(layout_json):
full_scene_name = f"{dataset}/{split}/{scene_name}"
scenes.append((full_scene_name, scene_path))
elif dataset == "3d-front":
# 3d-front has uuid/room_name structure
for uuid_dir in sorted(os.listdir(dataset_dir)):
uuid_path = os.path.join(dataset_dir, uuid_dir)
if os.path.isdir(uuid_path):
for room_name in sorted(os.listdir(uuid_path)):
room_path = os.path.join(uuid_path, room_name)
layout_json = os.path.join(room_path, "layout.json")
if os.path.isdir(room_path) and os.path.exists(layout_json):
full_scene_name = f"{dataset}/{uuid_dir}/{room_name}"
scenes.append((full_scene_name, room_path))
else:
# scannet, 3rscan have flat structure
for scene_name in sorted(os.listdir(dataset_dir)):
scene_path = os.path.join(dataset_dir, scene_name)
layout_json = os.path.join(scene_path, "layout.json")
if os.path.isdir(scene_path) and os.path.exists(layout_json):
full_scene_name = f"{dataset}/{scene_name}"
scenes.append((full_scene_name, scene_path))
return scenes
def convert_unified_layout_to_instance_infos(layout_data: dict) -> list:
"""将 unified-layout 格式转换为 compose_scenes 期望的 instance_infos 格式。
unified-layout 格式:
functional_zones[].assets[]: {model_id/model_uid, transform: {pos, size, rot}}
instance_infos 格式:
[{model_uid, category, bbox: [cx, cy, cz, sx, sy, sz, rx, ry, rz]}]
"""
import re
# 检测是否是纯 UUID 格式 (用于 3D-FRONT)
uuid_pattern = re.compile(r'^[0-9a-f]{8}-[0-9a-f]{4}-[0-9a-f]{4}-[0-9a-f]{4}-[0-9a-f]{12}', re.IGNORECASE)
instance_infos = []
for zone in layout_data.get('functional_zones', []):
for asset in zone.get('assets', []):
# 同时支持 model_id 和 model_uid 字段
model_id = asset.get('model_id') or asset.get('model_uid', '')
if not model_id:
continue
# 处理 3D-FRONT 的纯 UUID 格式
# 格式可能是: uuid 或 uuid-(scale1)-(scale2)-(scale3)
if uuid_pattern.match(model_id):
# 提取纯 UUID 部分 (去掉可能的 scale 后缀)
uuid_part = model_id.split('-(')[0] if '-(' in model_id else model_id.split('-')[0:5]
if isinstance(uuid_part, list):
uuid_part = '-'.join(uuid_part)
model_id = f"3D-FUTURE-model/{uuid_part}"
transform = asset.get('transform', {})
pos = transform.get('pos', [0, 0, 0])
size = transform.get('size', [1, 1, 1])
rot = transform.get('rot', [0, 0, 0])
instance_info = {
'model_uid': model_id,
'category': asset.get('category', 'unknown'),
'bbox': [
pos[0], pos[1], pos[2], # center x, y, z
size[0], size[1], size[2], # size x, y, z
rot[0], rot[1], rot[2] # rotation x, y, z (radians)
]
}
instance_infos.append(instance_info)
return instance_infos
def compose_one_scene(args: tuple[str, str, bool]) -> tuple[str, bool, str]:
"""Compose GLB for a single scene. Returns (scene_name, success, message)."""
full_scene_name, scene_dir, skip_existing = args
# Check if GLB already exists and skip if requested
glb_path = os.path.join(scene_dir, "glb_scene.glb")
if skip_existing and os.path.exists(glb_path) and os.path.getsize(glb_path) > 0:
return full_scene_name, True, "SKIPPED (already exists)"
try:
# 直接导入原始的 compose_scenes 模块
sys.path.insert(0, str(REPO_ROOT / "InternScenes" / "InternScenes_Real2Sim"))
from compose_scenes import SceneComposer, AssetMeshLoader
# 创建自定义的 AssetMeshLoader,使用正确的资产库路径
class CustomAssetMeshLoader(AssetMeshLoader):
def __init__(self):
self.asset_dir = ASSET_LIBRARY_DIR
self.obja_uid_2_rotation = json.load(open(os.path.join(ASSET_LIBRARY_DIR, "uid_2_angle.json")))
self.pm_uid_2_origin_cate = json.load(open(os.path.join(ASSET_LIBRARY_DIR, "uid_2_origin_cate.json")))
# 创建 composer
loader = CustomAssetMeshLoader()
composer = SceneComposer(asset_mesh_loader=loader)
# 读取 unified-layout 格式的数据
layout_path = os.path.join(scene_dir, "layout.json")
with open(layout_path) as f:
layout_data = json.load(f)
# 转换为 instance_infos 格式
instance_infos = convert_unified_layout_to_instance_infos(layout_data)
if not instance_infos:
return full_scene_name, False, "No assets found in layout"
# 确保输出目录存在
os.makedirs(scene_dir, exist_ok=True)
# 直接调用 compose_scene_from_instance_infos
composer.compose_scene_from_instance_infos(
instance_infos,
glb_path,
use_texture=True,
bbox_data_key="bbox"
)
return full_scene_name, True, f"OK ({len(instance_infos)} assets)"
except Exception as e:
import traceback
return full_scene_name, False, f"{str(e)}\n{traceback.format_exc()}"
def compose_all_scenes(scenes: list[tuple[str, str]], max_workers: int = 4, skip_existing: bool = False) -> None:
"""Compose GLB files for all scenes using multiprocessing."""
print(f"Composing {len(scenes)} scenes with {max_workers} workers...")
if skip_existing:
print(" (skipping scenes with existing GLB files)")
success_count = 0
skip_count = 0
fail_count = 0
# Add skip_existing flag to each scene tuple
scenes_with_flag = [(name, path, skip_existing) for name, path in scenes]
with ProcessPoolExecutor(max_workers=max_workers) as executor:
futures = {executor.submit(compose_one_scene, scene): scene[0] for scene in scenes_with_flag}
with tqdm(total=len(futures), desc="Composing") as pbar:
for future in as_completed(futures):
scene_name, success, msg = future.result()
if success:
if "SKIPPED" in msg:
skip_count += 1
else:
success_count += 1
else:
fail_count += 1
tqdm.write(f"Failed: {scene_name} - {msg[:200]}")
pbar.update(1)
print(f"\nCompose: {success_count} success, {skip_count} skipped, {fail_count} failed")
def render_one_scene(args: tuple[str, str, bool]) -> tuple[str, bool, str]:
"""Render top and diagonal views for a single scene."""
full_scene_name, scene_dir, skip_existing = args
try:
glb_path = os.path.join(scene_dir, "glb_scene.glb")
# Output paths (same directory as layout.json)
topdown_output = os.path.join(scene_dir, "render_topdown.png")
diagonal_output = os.path.join(scene_dir, "render_diagonal.png")
# Skip if both renders already exist
if skip_existing:
topdown_exists = os.path.exists(topdown_output) and os.path.getsize(topdown_output) > 0
diagonal_exists = os.path.exists(diagonal_output) and os.path.getsize(diagonal_output) > 0
if topdown_exists and diagonal_exists:
return full_scene_name, True, "SKIPPED"
# Common render arguments
base_args = [
sys.executable, BLENDER_RENDERER,
"--input", glb_path,
"--scene-y-up",
"--engine", "BLENDER_EEVEE",
"--samples", "128",
"--auto-crop",
"--crop-padding", "20",
]
# Render top-down view
topdown_args = base_args + [
"--output", topdown_output,
"--view-mode", "topdown",
"--topdown-height", "1.5",
"--topdown-scale", "1.2",
]
result = subprocess.run(topdown_args, capture_output=True, text=True, timeout=120)
if result.returncode != 0:
return full_scene_name, False, f"Topdown render failed: {result.stderr[:200]}"
# Render diagonal view
diagonal_args = base_args + [
"--output", diagonal_output,
"--view-mode", "diagonal",
"--diagonal-distance", "1.2",
"--diagonal-height-offset", "0.1",
]
result = subprocess.run(diagonal_args, capture_output=True, text=True, timeout=120)
if result.returncode != 0:
return full_scene_name, False, f"Diagonal render failed: {result.stderr[:200]}"
return full_scene_name, True, "OK"
except subprocess.TimeoutExpired:
return full_scene_name, False, "Timeout"
except Exception as e:
return full_scene_name, False, str(e)
def render_all_scenes(scenes: list[tuple[str, str]], max_workers: int = 4, skip_existing: bool = False) -> None:
"""Render all scenes that have GLB files using multiprocessing."""
print(f"Checking {len(scenes)} scenes for rendering...")
# Find scenes with existing valid GLB files (non-empty)
scenes_to_render = []
skipped_empty = 0
skipped_missing = 0
skipped_existing = 0
for full_scene_name, scene_dir in scenes:
glb_path = os.path.join(scene_dir, "glb_scene.glb")
if os.path.exists(glb_path):
if os.path.getsize(glb_path) > 0:
# Check if renders already exist when skip_existing is enabled
if skip_existing:
topdown_output = os.path.join(scene_dir, "render_topdown.png")
diagonal_output = os.path.join(scene_dir, "render_diagonal.png")
if os.path.exists(topdown_output) and os.path.exists(diagonal_output):
skipped_existing += 1
continue
scenes_to_render.append((full_scene_name, scene_dir))
else:
skipped_empty += 1
else:
skipped_missing += 1
print(f"Found {len(scenes_to_render)} scenes to render")
if skipped_existing > 0:
print(f" Skipped {skipped_existing} already rendered scenes")
if skipped_empty > 0:
print(f" Skipped {skipped_empty} empty/corrupted GLB files")
if skipped_missing > 0:
print(f" Skipped {skipped_missing} missing GLB files")
print(f"Using {max_workers} workers")
if not scenes_to_render:
print("No scenes to render!")
return
success_count = 0
fail_count = 0
with ProcessPoolExecutor(max_workers=max_workers) as executor:
futures = {
executor.submit(render_one_scene, (scene[0], scene[1], skip_existing)): scene[0]
for scene in scenes_to_render
}
with tqdm(total=len(futures), desc="Rendering") as pbar:
for future in as_completed(futures):
scene_name, success, msg = future.result()
if success:
success_count += 1
else:
fail_count += 1
tqdm.write(f"Failed: {scene_name} - {msg}")
pbar.update(1)
print(f"\nRender: {success_count} success, {fail_count} failed")
def main():
parser = argparse.ArgumentParser(description="Batch process aligned scenes from different datasets")
parser.add_argument(
"--dataset",
choices=DATASETS + ["all"],
default="scannet",
help="Dataset to process (default: scannet)"
)
parser.add_argument(
"--mode",
choices=["compose", "render", "all"],
default="all",
help="compose: generate GLB files, render: render views, all: both"
)
parser.add_argument(
"--workers",
type=int,
default=max(1, cpu_count() // 2),
help=f"Number of parallel workers (default: {max(1, cpu_count() // 2)})"
)
parser.add_argument(
"--limit",
type=int,
default=None,
help="Limit number of scenes to process (for testing)"
)
parser.add_argument(
"--start",
type=int,
default=0,
help="Start index for scenes (for resuming)"
)
parser.add_argument(
"--skip-existing",
action="store_true",
default=False,
help="Skip scenes that already have GLB/render files (for resuming)"
)
args = parser.parse_args()
# Get datasets to process
if args.dataset == "all":
datasets_to_process = DATASETS
else:
datasets_to_process = [args.dataset]
for dataset in datasets_to_process:
print(f"\n{'='*60}")
print(f"Processing dataset: {dataset}")
print(f"{'='*60}")
# Get all scenes
all_scenes = get_all_scenes(dataset)
print(f"Found {len(all_scenes)} scenes")
if not all_scenes:
print(f"No scenes found for {dataset}, skipping...")
continue
# Apply limits
scenes = all_scenes[args.start:]
if args.limit:
scenes = scenes[:args.limit]
if args.start > 0 or args.limit:
print(f"Processing scenes {args.start} to {args.start + len(scenes)}")
if args.mode in ["compose", "all"]:
print("\n=== Step 1: Composing GLB files ===")
compose_all_scenes(scenes, max_workers=args.workers, skip_existing=args.skip_existing)
if args.mode in ["render", "all"]:
print("\n=== Step 2: Rendering views ===")
render_all_scenes(scenes, max_workers=args.workers, skip_existing=args.skip_existing)
print("\nAll done!")
if __name__ == "__main__":
main()
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