#!/usr/bin/env python3 """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()