#!/usr/bin/env python3 """ 单个 Prompt 测试 Pipeline 完整流程: 1. 接受用户的设计文本描述 2. 调用 GPT 生成房间规格和物体列表 3. 检索 3D assets (OpenShape) 4. 使用 LayoutVLM 优化布局 5. 使用高质量 Blender 渲染可视化 使用方法: # 完整流程 python run_single_prompt.py --prompt "A cozy bedroom with..." --output results/my_test # 仅生成布局 (跳过渲染) python run_single_prompt.py --prompt "..." --output results/my_test --skip-render # 从已有 scene_config 继续 python run_single_prompt.py --scene-config results/my_test/scene_config.json --output results/my_test # 仅渲染 (已有 layout.json) python run_single_prompt.py --output results/my_test --render-only """ import os import json import math import argparse import collections import subprocess import sys import re from typing import Dict, List, Any, Optional from pathlib import Path # ============================================================================ # Azure OpenAI Setup # ============================================================================ def setup_azure_client(): """设置 Azure OpenAI 客户端""" from openai import AzureOpenAI from azure.identity import ChainedTokenCredential, AzureCliCredential, ManagedIdentityCredential, get_bearer_token_provider scope = "api://trapi/.default" credential = get_bearer_token_provider(ChainedTokenCredential( AzureCliCredential(), ManagedIdentityCredential(), ), scope) api_version = '2024-12-01-preview' instance = 'msra/shared' endpoint = f'https://trapi.research.microsoft.com/{instance}' return AzureOpenAI( azure_endpoint=endpoint, azure_ad_token_provider=credential, api_version=api_version, ) # ============================================================================ # Step 1: 生成房间规格 # ============================================================================ def generate_room_specification(client, user_description: str, model_name: str = 'gpt-4o_2024-11-20') -> Dict: """根据用户描述生成房间规格和布局标准""" prompt = f""" Given a user's room description, return a JSON object containing: 1. task_description: A concise summary of the room 2. room_size: Realistic dimensions in meters (width, length, height) 3. layout_criteria: Detailed layout requirements User's description: {user_description} Return only the JSON object. Example format: {{ "task_description": "a bright open-plan dining room with...", "room_size": {{ "width": 6.0, "length": 8.0, "height": 3.0, "area": 48.0 }}, "layout_criteria": "The layout criteria should..." }} """ response = client.chat.completions.create( model=model_name, messages=[ {"role": "system", "content": "You are an expert interior designer. Always return valid JSON format."}, {"role": "user", "content": prompt}, ], temperature=1.0, ) content = response.choices[0].message.content json_match = re.search(r'\{.*\}', content, re.DOTALL) if json_match: return json.loads(json_match.group(0)) raise ValueError(f"Failed to parse JSON: {content}") # ============================================================================ # Step 2: 生成物体列表 # ============================================================================ def generate_object_list(client, task_description: str, layout_criteria: str, room_size: Dict, model_name: str = "gpt-4o_2024-11-20") -> Dict: """根据任务描述生成物体列表""" room_size_str = f"{room_size['width']}m x {room_size['length']}m" prompt = f""" Given a room description and layout criteria, generate a comprehensive list of objects. Requirements: 1. Object names: 2-3 words, specific (e.g., "wooden chair", "desk lamp") 2. Use singular form (e.g., "chair" not "chairs") 3. Include 10-20 relevant objects 4. Each object needs count, types, and description for 3D asset retrieval Task description: {task_description} Layout criteria: {layout_criteria} Room size: {room_size_str} Return JSON format like: {{ "dining_table": {{ "count": 1, "types": 1, "description": "A rectangular wooden dining table with sturdy legs, seats 4-6 people" }}, "dining_chair": {{ "count": 6, "types": 1, "description": "An upholstered dining chair with padded seat and backrest" }} }} Return only the JSON object. """ response = client.chat.completions.create( model=model_name, messages=[ {"role": "system", "content": "You are an expert interior designer generating object lists. Always return valid JSON."}, {"role": "user", "content": prompt}, ], temperature=1.0, ) content = response.choices[0].message.content json_match = re.search(r'\{.*\}', content, re.DOTALL) if json_match: return json.loads(json_match.group(0)) raise ValueError(f"Failed to parse object list JSON: {content}") # ============================================================================ # Step 3: 检索 3D Assets (OpenShape) # ============================================================================ # 全局缓存 _CLIP_MODEL_CACHE = None _OPENSHAPE_DATA_CACHE = None def load_openclip_model(): """加载 CLIP 模型""" global _CLIP_MODEL_CACHE if _CLIP_MODEL_CACHE is not None: return _CLIP_MODEL_CACHE import torch import transformers print(" 加载 CLIP 模型...") half = torch.float16 if torch.cuda.is_available() else torch.bfloat16 clip_model = transformers.CLIPModel.from_pretrained( "laion/CLIP-ViT-bigG-14-laion2B-39B-b160k", low_cpu_mem_usage=True, torch_dtype=half, offload_state_dict=True, ) clip_prep = transformers.CLIPProcessor.from_pretrained( "laion/CLIP-ViT-bigG-14-laion2B-39B-b160k" ) if torch.cuda.is_available(): clip_model.cuda() _CLIP_MODEL_CACHE = (clip_model, clip_prep) return clip_model, clip_prep def load_openshape_embeddings(): """加载 OpenShape embeddings""" global _OPENSHAPE_DATA_CACHE if _OPENSHAPE_DATA_CACHE is not None: return _OPENSHAPE_DATA_CACHE import torch from huggingface_hub import hf_hub_download print(" 加载 OpenShape embeddings...") meta = json.load(open(hf_hub_download( "OpenShape/openshape-objaverse-embeddings", "objaverse_meta.json", token=True, repo_type='dataset', local_dir="OpenShape-Embeddings" ))) meta = {x['u']: x for x in meta['entries']} deser = torch.load(hf_hub_download( "OpenShape/openshape-objaverse-embeddings", "objaverse.pt", token=True, repo_type='dataset', local_dir="OpenShape-Embeddings" ), map_location='cpu') _OPENSHAPE_DATA_CACHE = (meta, deser['us'], deser['feats']) return _OPENSHAPE_DATA_CACHE def retrieve_single_object(description: str, top: int = 5, sim_th: float = 0.1, face_max: int = 100000, asset_dir: str = None) -> List[Dict]: """使用 OpenShape 检索单个物体""" import torch from torch.nn import functional as F clip_model, clip_prep = load_openclip_model() meta, us, feats = load_openshape_embeddings() text = re.sub(r'\d', '', description).replace("_", " ") device = clip_model.device tn = clip_prep(text=[text], return_tensors='pt', truncation=True, max_length=76).to(device) with torch.no_grad(): enc = clip_model.get_text_features(**tn).float().cpu() sims = [] embedding = F.normalize(enc.detach().cpu(), dim=-1).squeeze() for chunk in torch.split(feats, 10240): sims.append(embedding @ F.normalize(chunk.float(), dim=-1).T) sims = torch.cat(sims) sims, idx = torch.sort(sims, descending=True) sim_mask = sims > sim_th sims, idx = sims[sim_mask], idx[sim_mask] results = [] available_assets = set(os.listdir(asset_dir)) if asset_dir and os.path.exists(asset_dir) else None for i, sim in zip(idx, sims): uid = us[i] if uid not in meta: continue obj_meta = meta[uid] if obj_meta['faces'] > face_max: continue if available_assets and uid not in available_assets: continue results.append({ 'uid': uid, 'similarity': float(sim), 'name': obj_meta['name'], 'faces': obj_meta['faces'], }) if len(results) >= top: break return results def retrieve_3d_assets(object_list: Dict, asset_dir: str) -> Dict: """为每个物体检索 3D asset""" print("\n🔍 检索 3D Assets...") assets = {} for obj_name, obj_info in object_list.items(): description = obj_info.get("description", obj_name) count = obj_info.get("count", 1) types_needed = obj_info.get("types", 1) print(f" 检索: {obj_name} ({count}个)") try: candidates = retrieve_single_object( description, top=max(10, types_needed * 3), sim_th=0.1, face_max=100000, asset_dir=asset_dir ) if not candidates: print(f" ⚠️ 未找到匹配") continue selected = candidates[:types_needed] print(f" ✓ 找到: {selected[0]['name']} (sim={selected[0]['similarity']:.3f})") for type_idx, asset_info in enumerate(selected): for instance_idx in range(count): key = f"{asset_info['uid']}-{instance_idx}" assets[key] = {} except Exception as e: print(f" ⚠️ 检索失败: {e}") print(f"✅ 共检索 {len(assets)} 个 assets") return assets # ============================================================================ # Step 4: 生成 Scene JSON # ============================================================================ def generate_scene_json(task_description: str, layout_criteria: str, room_size: Dict, assets: Dict, user_input: str) -> Dict: """生成完整的 scene JSON""" width = room_size['width'] length = room_size['length'] height = room_size.get('height', 2.8) return { "user_input": user_input, "task_description": task_description, "layout_criteria": layout_criteria, "boundary": { "floor_vertices": [ [0, 0, 0], [width, 0, 0], [width, length, 0], [0, length, 0] ], "wall_height": height }, "assets": assets } # ============================================================================ # Step 5: 准备 Assets 并运行 LayoutVLM # ============================================================================ def prepare_task_assets(task: Dict, asset_dir: str) -> Dict: """准备 assets 元数据""" if "layout_criteria" not in task: task["layout_criteria"] = "the layout should follow the task description" all_data = collections.defaultdict(list) for original_uid in task["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): 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) category_count = collections.defaultdict(int) for uid, duplicated_assets in all_data.items(): if not duplicated_assets: continue 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 task["assets"] = {} category_idx = collections.defaultdict(int) for uid, duplicated_assets in all_data.items(): if not duplicated_assets: continue 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_final = 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_final}_{instance_idx}" if len(duplicated_assets) > 1 else category_var_name_final task["assets"][f"{category_var_name_final}-{instance_idx}"] = { "uid": uid, "count": len(duplicated_assets), "instance_var_name": var_name, "asset_var_name": category_var_name_final, "instance_idx": instance_idx, "annotations": data["annotations"], "category": data["annotations"]["category"], 'description': data['annotations']['description'], 'path': data['path'], 'onCeiling': data['annotations'].get('onCeiling', False), 'onFloor': data['annotations'].get('onFloor', True), 'onWall': data['annotations'].get('onWall', False), 'onObject': data['annotations'].get('onObject', False), 'frontView': data['annotations'].get('frontView', ""), 'assetMetadata': { "boundingBox": { "x": float(data['assetMetadata']['boundingBox']['y']), "y": float(data['assetMetadata']['boundingBox']['x']), "z": float(data['assetMetadata']['boundingBox']['z']) }, } } return task def run_layoutvlm(scene_config: Dict, save_dir: str, max_retries: int = 5) -> Dict: """运行 LayoutVLM 优化布局,失败时自动重试""" from src.layoutvlm.layoutvlm import LayoutVLM print(f"\n🔧 运行 LayoutVLM (最多重试 {max_retries} 次)...") last_error = None for attempt in range(1, max_retries + 1): try: print(f" 尝试 {attempt}/{max_retries}...") layout_solver = LayoutVLM( mode="one_shot", save_dir=save_dir, asset_source="objaverse" ) layout = layout_solver.solve(scene_config) layout_path = os.path.join(save_dir, 'layout.json') with open(layout_path, 'w') as f: json.dump(layout, f, indent=2) print(f"✅ 布局已保存: {layout_path}") return layout except Exception as e: last_error = e print(f" ⚠️ 尝试 {attempt} 失败: {str(e)[:100]}") if attempt < max_retries: print(f" 🔄 重试中...") raise RuntimeError(f"LayoutVLM 在 {max_retries} 次尝试后仍然失败: {last_error}") # ============================================================================ # Step 6: 高质量 Blender 渲染 # ============================================================================ def render_with_blender(scene_config: Dict, layout: Dict, save_dir: str, asset_dir: str, views: List[str] = ['topdown', 'diagonal'], engine: str = 'CYCLES', samples: int = 256, width: int = 1600, height: int = 900) -> List[str]: """使用高质量 Blender 渲染""" print("\n🎨 Blender 渲染...") # 构建场景对象 scene_objects = [] for key, transform in layout.items(): if key not in scene_config['assets']: continue asset_info = scene_config['assets'][key] # 转换旋转 (弧度 -> 度) rot_rad = transform.get('rotation', [0, 0, 0]) rot_deg = [math.degrees(r) for r in rot_rad] # 获取尺寸 bbox = asset_info['assetMetadata']['boundingBox'] size = [bbox['x'], bbox['y'], bbox['z']] scene_objects.append({ 'id': key, 'model_id': asset_info['uid'], 'category': asset_info['category'], 'position': transform.get('position', [0, 0, 0]), 'rotation': rot_deg, 'size': size }) scene_for_viz = { 'boundary': scene_config.get('boundary', {}).get('floor_vertices', []), 'assets': scene_objects } # 保存临时场景文件 temp_scene_path = os.path.join(save_dir, '_temp_scene.json') with open(temp_scene_path, 'w') as f: json.dump(scene_for_viz, f, indent=2) output_files = [] for view in views: output_path = os.path.join(save_dir, f'render_{view}.png') cmd = [ 'python', 'visualize_blender_hq.py', '--scene_path', temp_scene_path, '--output', output_path, '--asset_dir', asset_dir, '--view', view, '--engine', engine, '--samples', str(samples), '--width', str(width), '--height', str(height), '--fill-lights', '--auto-crop', ] print(f" 渲染 {view} 视角...") try: result = subprocess.run(cmd, capture_output=True, text=True, timeout=600) if result.returncode == 0: output_files.append(output_path) print(f" ✅ {view}: {output_path}") else: print(f" ⚠️ {view} 渲染失败: {result.stderr[:200]}") except subprocess.TimeoutExpired: print(f" ⚠️ {view} 渲染超时") except Exception as e: print(f" ⚠️ {view} 渲染异常: {e}") # 清理临时文件 if os.path.exists(temp_scene_path): os.remove(temp_scene_path) return output_files # ============================================================================ # Main Pipeline # ============================================================================ def run_pipeline(prompt: str, output_dir: str, asset_dir: str, scene_config_path: Optional[str] = None, skip_render: bool = False, render_only: bool = False, render_engine: str = 'CYCLES', render_samples: int = 256, render_width: int = 1600, render_height: int = 900, render_views: List[str] = ['topdown', 'diagonal']) -> Dict: """ 完整的 Pipeline Args: prompt: 用户设计描述 output_dir: 输出目录 asset_dir: 3D assets 目录 scene_config_path: 已有的 scene_config.json 路径 (可选) skip_render: 跳过渲染 render_only: 仅渲染 (需要已有 layout.json) Returns: 结果字典 """ os.makedirs(output_dir, exist_ok=True) result = { 'prompt': prompt, 'output_dir': output_dir, 'success': False, } # 保存原始 prompt with open(os.path.join(output_dir, 'user_input.txt'), 'w') as f: f.write(prompt) layout_path = os.path.join(output_dir, 'layout.json') scene_config_save_path = os.path.join(output_dir, 'scene_config.json') # ==================== 仅渲染模式 ==================== if render_only: print("🎨 仅渲染模式...") if not os.path.exists(layout_path): raise FileNotFoundError(f"layout.json not found: {layout_path}") if not os.path.exists(scene_config_save_path): raise FileNotFoundError(f"scene_config.json not found: {scene_config_save_path}") with open(layout_path, 'r') as f: layout = json.load(f) with open(scene_config_save_path, 'r') as f: scene_config = json.load(f) scene_config = prepare_task_assets(scene_config, asset_dir) render_files = render_with_blender( scene_config, layout, output_dir, asset_dir, views=render_views, engine=render_engine, samples=render_samples, width=render_width, height=render_height ) result['render_files'] = render_files result['success'] = True return result # ==================== 从已有 scene_config 继续 ==================== if scene_config_path and os.path.exists(scene_config_path): print(f"📂 从已有 scene_config 继续: {scene_config_path}") with open(scene_config_path, 'r') as f: scene_json = json.load(f) else: # ==================== 完整流程 ==================== print("=" * 60) print("🚀 启动 Pipeline") print("=" * 60) print(f"📝 Prompt: {prompt[:100]}...") print() # Step 1: Azure 客户端 print("Step 1: 设置 Azure OpenAI...") client = setup_azure_client() print("✅ 完成\n") # Step 2: 生成房间规格 print("Step 2: 生成房间规格...") room_spec = generate_room_specification(client, prompt) print(f" 任务: {room_spec['task_description']}") print(f" 尺寸: {room_spec['room_size']}") print() # Step 3: 生成物体列表 print("Step 3: 生成物体列表...") object_list = generate_object_list( client, room_spec['task_description'], room_spec['layout_criteria'], room_spec['room_size'] ) print(f" 生成了 {len(object_list)} 种物体") for obj_name in list(object_list.keys())[:5]: print(f" - {obj_name}: {object_list[obj_name]['count']}个") print() # Step 4: 检索 3D Assets print("Step 4: 检索 3D Assets...") assets = retrieve_3d_assets(object_list, asset_dir) # Step 5: 生成 Scene JSON print("\nStep 5: 生成 Scene JSON...") scene_json = generate_scene_json( room_spec['task_description'], room_spec['layout_criteria'], room_spec['room_size'], assets, prompt ) with open(scene_config_save_path, 'w') as f: json.dump(scene_json, f, indent=2) print(f" 保存: {scene_config_save_path}") # Step 6: LayoutVLM print("\nStep 6: LayoutVLM 布局优化...") scene_config = prepare_task_assets(scene_json.copy(), asset_dir) layout = run_layoutvlm(scene_config, output_dir) result['layout_path'] = layout_path result['scene_config_path'] = scene_config_save_path result['num_assets'] = len(layout) # Step 7: Blender 渲染 if not skip_render: print("\nStep 7: Blender 渲染...") render_files = render_with_blender( scene_config, layout, output_dir, asset_dir, views=render_views, engine=render_engine, samples=render_samples, width=render_width, height=render_height ) result['render_files'] = render_files result['success'] = True # 保存结果 result_path = os.path.join(output_dir, 'result.json') with open(result_path, 'w') as f: json.dump(result, f, indent=2) print("\n" + "=" * 60) print("🎉 Pipeline 完成!") print("=" * 60) print(f"📁 输出目录: {output_dir}") print(f" - scene_config.json") print(f" - layout.json") if not skip_render: print(f" - render_*.png") return result def main(): parser = argparse.ArgumentParser(description="单个 Prompt 测试 Pipeline") parser.add_argument("--prompt", type=str, default=None, help="用户设计描述") parser.add_argument("--output", type=str, default="./results/single_test", help="输出目录") parser.add_argument("--asset-dir", type=str, default="/home/v-meiszhang/backup/objaverse_processed", help="3D assets 目录") parser.add_argument("--scene-config", type=str, default=None, help="已有的 scene_config.json 路径") parser.add_argument("--skip-render", action="store_true", help="跳过渲染") parser.add_argument("--render-only", action="store_true", help="仅渲染") # 渲染参数 parser.add_argument("--render-engine", type=str, default="CYCLES", choices=["CYCLES", "BLENDER_EEVEE"]) parser.add_argument("--render-samples", type=int, default=256) parser.add_argument("--render-width", type=int, default=1600) parser.add_argument("--render-height", type=int, default=900) parser.add_argument("--render-views", nargs='+', default=['topdown', 'diagonal'], help="渲染视角 (topdown, diagonal, diagonal2, ...)") args = parser.parse_args() if not args.prompt and not args.scene_config and not args.render_only: parser.error("需要 --prompt 或 --scene-config 或 --render-only") prompt = args.prompt or "" if args.render_only and not prompt: # 尝试从 user_input.txt 读取 user_input_path = os.path.join(args.output, 'user_input.txt') if os.path.exists(user_input_path): with open(user_input_path, 'r') as f: prompt = f.read().strip() run_pipeline( prompt=prompt, output_dir=args.output, asset_dir=args.asset_dir, scene_config_path=args.scene_config, skip_render=args.skip_render, render_only=args.render_only, render_engine=args.render_engine, render_samples=args.render_samples, render_width=args.render_width, render_height=args.render_height, render_views=args.render_views, ) if __name__ == "__main__": main()