#!/usr/bin/env python3 """ Render the final 3D scene from a generated layout.json file. Usage: python render_final_scene.py --layout_file ./results/test_run3/layout.json --scene_json ./benchmark_tasks/bookstore/bookstore_2.json """ import os import json import argparse from utils.blender_render import render_existing_scene from utils.blender_utils import reset_blender import collections def parse_args(): parser = argparse.ArgumentParser(description="Render final 3D scene from layout.json") parser.add_argument("--layout_file", required=True, help="Path to layout.json file") parser.add_argument("--scene_json", required=True, help="Path to original scene JSON file") parser.add_argument("--asset_dir", default="/home/v-meiszhang/backup/objaverse_processed", help="Directory with 3D assets") parser.add_argument("--output_dir", default=None, help="Output directory (defaults to same dir as layout_file)") return parser.parse_args() def prepare_scene_config(scene_json_path, asset_dir): """Load and prepare scene configuration""" with open(scene_json_path, 'r') as f: scene_config = json.load(f) # Prepare asset metadata all_data = collections.defaultdict(list) for original_uid in scene_config["assets"].keys(): uid = '-'.join(original_uid.split('-')[:-1]) data_path = os.path.join(asset_dir, uid, "data.json") if not os.path.exists(data_path): print(f"Warning: Asset data not found for {uid}") continue with open(data_path, 'r') as f: data = json.load(f) data['path'] = os.path.join(asset_dir, uid, f"{uid}.glb") all_data[uid].append(data) # Build asset info category_count = collections.defaultdict(int) for uid, duplicated_assets in all_data.items(): category_var_name = duplicated_assets[0]['annotations']['category'] category_var_name = category_var_name.replace('-', "_").replace(" ", "_").replace("'", "_").replace("/", "_").replace(",", "_").lower() category_count[category_var_name] += 1 scene_config["assets"] = {} category_idx = collections.defaultdict(int) for uid, duplicated_assets in all_data.items(): category_var_name = duplicated_assets[0]['annotations']['category'] category_var_name = category_var_name.replace('-', "_").replace(" ", "_").replace("'", "_").replace("/", "_").replace(",", "_").lower() category_idx[category_var_name] += 1 for instance_idx, data in enumerate(duplicated_assets): category_var_name = f"{category_var_name}_{chr(ord('A') + category_idx[category_var_name]-1)}" if category_count[category_var_name] > 1 else category_var_name var_name = f"{category_var_name}_{instance_idx}" if len(duplicated_assets) > 1 else category_var_name scene_config["assets"][f"{category_var_name}-{instance_idx}"] = { "uid": uid, "count": len(duplicated_assets), "instance_var_name": var_name, "asset_var_name": category_var_name, "instance_idx": instance_idx, "annotations": data["annotations"], "category": data["annotations"]["category"], 'description': data['annotations']['description'], 'path': data['path'], 'onCeiling': data['annotations']['onCeiling'], 'onFloor': data['annotations']['onFloor'], 'onWall': data['annotations']['onWall'], 'onObject': data['annotations']['onObject'], 'frontView': data['annotations']['frontView'], 'assetMetadata': { "boundingBox": { "x": float(data['assetMetadata']['boundingBox']['y']), "y": float(data['assetMetadata']['boundingBox']['x']), "z": float(data['assetMetadata']['boundingBox']['z']) }, } } return scene_config def main(): args = parse_args() # Determine output directory if args.output_dir is None: args.output_dir = os.path.dirname(args.layout_file) os.makedirs(args.output_dir, exist_ok=True) print(f"Loading layout from: {args.layout_file}") print(f"Loading scene config from: {args.scene_json}") print(f"Output directory: {args.output_dir}") # Load layout with open(args.layout_file, 'r') as f: layout = json.load(f) # Prepare scene configuration with asset metadata scene_config = prepare_scene_config(args.scene_json, args.asset_dir) print(f"\nRendering scene with {len(layout)} placed objects...") # Render the scene try: # 1. 渲染带标注的版本 (用于调试和分析) print("\n🎨 渲染带标注的版本...") annotated_images, visual_marks = render_existing_scene( layout, # placed_assets scene_config, # task save_dir=args.output_dir, high_res=True, render_top_down=True, apply_3dfront_texture=False, combine_obj_components=False, fov_multiplier=1.3, add_coordinate_mark=True, annotate_object=True, annotate_wall=True, add_object_bbox=False, topdown_save_file=os.path.join(args.output_dir, 'final_scene_top_down_annotated.png'), sideview_save_file=os.path.join(args.output_dir, 'final_scene_side_view_annotated.png'), side_view_indices=[0, 1, 2, 3] # Multiple angles ) reset_blender() # 2. 渲染干净的版本 (无标注,用于最终展示) print("\n🎨 渲染干净版本...") clean_images, _ = render_existing_scene( layout, # placed_assets scene_config, # task save_dir=args.output_dir, high_res=True, render_top_down=True, apply_3dfront_texture=False, combine_obj_components=False, fov_multiplier=1.3, add_coordinate_mark=False, # 不添加坐标标记 annotate_object=False, # 不标注物体 annotate_wall=False, # 不标注墙壁 add_object_bbox=False, topdown_save_file=os.path.join(args.output_dir, 'final_scene_top_down_clean.png'), sideview_save_file=os.path.join(args.output_dir, 'final_scene_side_view_clean.png'), side_view_indices=[0, 1, 2, 3] # Multiple angles ) reset_blender() all_images = annotated_images + clean_images print(f"\n✅ Successfully rendered final scene!") print(f"\n📊 带标注的版本 (用于调试):") for img_path in annotated_images: print(f" - {img_path}") print(f"\n🎬 干净版本 (用于展示):") for img_path in clean_images: print(f" - {img_path}") except Exception as e: print(f"\n❌ Error rendering scene: {e}") import traceback traceback.print_exc() return 1 return 0 if __name__ == "__main__": exit(main())