Spaces:
Sleeping
Sleeping
File size: 34,254 Bytes
8f1bcd9 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 | """
head_replace.py β Replace TripoSG head with DECA-reconstructed head at mesh level.
Requires: trimesh, numpy, scipy, cv2, torch (+ face-alignment via DECA deps)
Optional: pymeshlab (for mesh clean-up)
Usage (standalone):
python head_replace.py --body /tmp/triposg_textured.glb \
--face /path/to/face.jpg \
--out /tmp/head_replaced.glb
Returns combined GLB with DECA head geometry + TripoSG body.
"""
import os, sys, argparse, warnings
warnings.filterwarnings('ignore')
import numpy as np
import cv2
from PIL import Image
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
# Patch DECA before importing it to avoid pytorch3d dependency
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
DECA_ROOT = '/root/DECA'
sys.path.insert(0, DECA_ROOT)
# Stub out the rasterizer so DECA doesn't try to import pytorch3d
import importlib, types
_fake_renderer = types.ModuleType('decalib.utils.renderer')
_fake_renderer.set_rasterizer = lambda t='pytorch3d': None
class _FakeRender:
"""No-op renderer β we only need the mesh, not rendered images."""
def __init__(self, *a, **kw): pass
def to(self, *a, **kw): return self
def __call__(self, *a, **kw): return {'images': None, 'alpha_images': None,
'normal_images': None, 'grid': None,
'transformed_normals': None, 'normals': None}
def render_shape(self, *a, **kw): return None, None, None, None
def world2uv(self, *a, **kw): return None
def add_SHlight(self, *a, **kw): return None
_fake_renderer.SRenderY = _FakeRender
sys.modules['decalib.utils.renderer'] = _fake_renderer
# Patch deca.py: make _setup_renderer a no-op when renderer not available
from decalib import deca as _deca_mod
_orig_setup = _deca_mod.DECA._setup_renderer
def _patched_setup(self, model_cfg):
try:
_orig_setup(self, model_cfg)
except Exception as e:
print(f'[head_replace] Renderer disabled ({e})')
self.render = _FakeRender()
# Still load mask / displacement data we need for UV baking
from skimage.io import imread
import torch, torch.nn.functional as F
try:
mask = imread(model_cfg.face_eye_mask_path).astype(np.float32) / 255.
mask = torch.from_numpy(mask[:, :, 0])[None, None, :, :].contiguous()
self.uv_face_eye_mask = F.interpolate(mask, [model_cfg.uv_size, model_cfg.uv_size])
mask2 = imread(model_cfg.face_mask_path).astype(np.float32) / 255.
mask2 = torch.from_numpy(mask2[:, :, 0])[None, None, :, :].contiguous()
self.uv_face_mask = F.interpolate(mask2, [model_cfg.uv_size, model_cfg.uv_size])
except Exception:
pass
try:
fixed_dis = np.load(model_cfg.fixed_displacement_path)
self.fixed_uv_dis = torch.tensor(fixed_dis).float()
except Exception:
pass
try:
mean_tex_np = imread(model_cfg.mean_tex_path).astype(np.float32) / 255.
mean_tex = torch.from_numpy(mean_tex_np.transpose(2, 0, 1))[None]
self.mean_texture = F.interpolate(mean_tex, [model_cfg.uv_size, model_cfg.uv_size])
except Exception:
pass
try:
self.dense_template = np.load(model_cfg.dense_template_path,
allow_pickle=True, encoding='latin1').item()
except Exception:
pass
_deca_mod.DECA._setup_renderer = _patched_setup
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
# FLAME mesh: parse head_template.obj for UV map
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
def _load_flame_template(obj_path=os.path.join(DECA_ROOT, 'data', 'head_template.obj')):
"""Return (verts, faces, uv_verts, uv_faces) from head_template.obj."""
verts, uv_verts = [], []
faces_v, faces_uv = [], []
for line in open(obj_path):
t = line.split()
if not t:
continue
if t[0] == 'v':
verts.append([float(t[1]), float(t[2]), float(t[3])])
elif t[0] == 'vt':
uv_verts.append([float(t[1]), float(t[2])])
elif t[0] == 'f':
vi, uvi = [], []
for tok in t[1:]:
parts = tok.split('/')
vi.append(int(parts[0]) - 1)
uvi.append(int(parts[1]) - 1 if len(parts) > 1 and parts[1] else 0)
if len(vi) == 3:
faces_v.append(vi)
faces_uv.append(uvi)
return (np.array(verts, dtype=np.float32),
np.array(faces_v, dtype=np.int32),
np.array(uv_verts, dtype=np.float32),
np.array(faces_uv, dtype=np.int32))
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
# UV texture baking (software rasteriser, no pytorch3d needed)
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
def _bake_uv_texture(verts3d, faces_v, uv_verts, faces_uv, cam, face_img_bgr, tex_size=256):
"""
Project face_img_bgr onto the FLAME UV map using orthographic camera.
verts3d : (N,3) FLAME vertices in world space
cam : (3,) = [scale, tx, ty] orthographic camera
Returns : (tex_size, tex_size, 3) uint8 texture (BGR)
"""
H, W = face_img_bgr.shape[:2]
scale, tx, ty = float(cam[0]), float(cam[1]), float(cam[2])
# Orthographic project: DECA formula = (vert_2D + [tx,ty]) * scale, then flip y
proj = np.zeros((len(verts3d), 2), dtype=np.float32)
proj[:, 0] = (verts3d[:, 0] + tx) * scale
proj[:, 1] = -((verts3d[:, 1] + ty) * scale) # y-flip matches DECA convention
# Map to pixel coords: image spans proj β [-1,1] β pixel [0, WH]
img_pts = (proj + 1.0) * 0.5 * np.array([W, H], dtype=np.float32) # (N, 2)
# UV pixel coords
uv_px = uv_verts * tex_size # (K, 2)
# Output buffers
tex_acc = np.zeros((tex_size, tex_size, 3), dtype=np.float64)
tex_cnt = np.zeros((tex_size, tex_size), dtype=np.float64)
z_buf = np.full((tex_size, tex_size), -1e9, dtype=np.float64)
# Vectorised rasteriser in UV space:
# For each face, scatter samples from img_pts into uv_px coords.
# Use scipy.interpolate.griddata as a fast splat.
from scipy.interpolate import griddata
# Front-facing mask (z > threshold) β only bake visible faces
z_face = verts3d[faces_v, 2].mean(axis=1) # (M,) mean z per face
front_mask = z_face >= -0.02 # keep front and side faces
# For each face corner, record (uv_px, img_pts) sample
corners_uv = uv_px[faces_uv[front_mask]] # (K, 3, 2)
corners_img = img_pts[faces_v[front_mask]] # (K, 3, 2)
# Flatten to (K*3, 2)
src_uv = corners_uv.reshape(-1, 2) # UV pixel destination
src_img = corners_img.reshape(-1, 2) # image pixel source
# Remove out-of-bounds image samples
valid = ((src_img[:, 0] >= 0) & (src_img[:, 0] < W) &
(src_img[:, 1] >= 0) & (src_img[:, 1] < H))
src_uv = src_uv[valid]
src_img = src_img[valid]
# Sample face image at src_img positions
ix = np.clip(src_img[:, 0].astype(int), 0, W - 1)
iy = np.clip(src_img[:, 1].astype(int), 0, H - 1)
colours = face_img_bgr[iy, ix].astype(np.float32) # (P, 3)
# Clip UV destinations to texture bounds
uv_dest = np.clip(src_uv, 0, tex_size - 1 - 1e-6).astype(np.float32)
# Build query grid for griddata interpolation
grid_u, grid_v = np.meshgrid(np.arange(tex_size), np.arange(tex_size))
grid_pts = np.column_stack([grid_u.ravel(), grid_v.ravel()])
# Interpolate each colour channel
tex_baked = np.zeros((tex_size * tex_size, 3), dtype=np.float32)
for ch in range(3):
ch_vals = griddata(uv_dest, colours[:, ch], grid_pts,
method='linear', fill_value=np.nan)
tex_baked[:, ch] = ch_vals
tex_baked = tex_baked.reshape(tex_size, tex_size, 3)
face_baked_mask = ~np.isnan(tex_baked[:, :, 0])
# Base texture: mean_texture (skin tone fallback for unsampled regions)
mean_tex_path = os.path.join(DECA_ROOT, 'data', 'mean_texture.jpg')
if os.path.exists(mean_tex_path):
mt = cv2.resize(cv2.imread(mean_tex_path), (tex_size, tex_size)).astype(np.float32)
else:
mt = np.full((tex_size, tex_size, 3), 180.0, dtype=np.float32)
# Blend: baked face over mean texture
result = mt.copy()
result[face_baked_mask] = np.clip(tex_baked[face_baked_mask], 0, 255)
return result.astype(np.uint8)
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
# DECA inference
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
def run_deca(face_img_path, device='cuda'):
"""
Run DECA on face_img_path.
Returns (verts_np, cam_np, faces_v, uv_verts, faces_uv, tex_img_bgr)
"""
import torch
from decalib.deca import DECA
from decalib.utils import config as cfg_module
from decalib.datasets import datasets
cfg = cfg_module.get_cfg_defaults()
cfg.model.use_tex = False
print('[DECA] Loading model...')
deca = DECA(config=cfg, device=device)
deca.eval()
print('[DECA] Preprocessing image...')
testdata = datasets.TestData(face_img_path)
img_tensor = testdata[0]['image'].to(device)[None, ...]
print('[DECA] Encoding...')
with torch.no_grad():
codedict = deca.encode(img_tensor, use_detail=False)
verts, _, _ = deca.flame(
shape_params=codedict['shape'],
expression_params=codedict['exp'],
pose_params=codedict['pose']
)
verts_np = verts[0].cpu().numpy() # (5023, 3)
cam_np = codedict['cam'][0].cpu().numpy() # (3,)
print(f'[DECA] Mesh: {verts_np.shape}, cam={cam_np}')
# Load FLAME UV map
_, faces_v, uv_verts, faces_uv = _load_flame_template()
# Get face image for texture baking (use the cropped/aligned 224x224)
img_np = (img_tensor[0].cpu().numpy().transpose(1, 2, 0) * 255).astype(np.uint8)
img_bgr = cv2.cvtColor(img_np, cv2.COLOR_RGB2BGR)
print('[DECA] Baking UV texture...')
tex_bgr = _bake_uv_texture(verts_np, faces_v, uv_verts, faces_uv, cam_np, img_bgr, tex_size=256)
return verts_np, cam_np, faces_v, uv_verts, faces_uv, tex_bgr
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
# Mesh helpers
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
def _find_neck_height(mesh):
"""
Find the best neck cut height in a body mesh.
Strategy: in the top 40% of the mesh, find the local minimum of
cross-sectional area (the neck is narrower than the head).
Returns the y-value of the cut plane.
"""
verts = mesh.vertices
y_min, y_max = verts[:, 1].min(), verts[:, 1].max()
y_range = y_max - y_min
# Scan [80%, 87%] to find the neck-base narrowing below the face.
# The range [83%, 91%] was picking the crown taper instead of the neck.
y_start = y_min + y_range * 0.80
y_end = y_min + y_range * 0.87
steps = 20
ys = np.linspace(y_start, y_end, steps)
band = y_range * 0.015
r10_vals = []
for y in ys:
pts = verts[(verts[:, 1] >= y - band) & (verts[:, 1] <= y + band)]
if len(pts) < 6:
r10_vals.append(1.0); continue
xz = pts[:, [0, 2]]
cx, cz = xz.mean(0)
radii = np.sqrt((xz[:, 0] - cx)**2 + (xz[:, 1] - cz)**2)
r10_vals.append(float(np.percentile(radii, 10)))
from scipy.ndimage import uniform_filter1d
r10 = uniform_filter1d(np.array(r10_vals), size=3)
neck_idx = int(np.argmin(r10[2:-2])) + 2
neck_y = float(ys[neck_idx])
frac = (neck_y - y_min) / y_range
print(f'[neck] Cut height: {neck_y:.4f} (y_range {y_min:.3f}β{y_max:.3f}, frac={frac:.2f})')
return neck_y
def _weld_mesh(mesh):
"""
Merge duplicate vertices (UV-split mesh β geometric mesh).
Returns a new trimesh with welded vertices.
"""
import trimesh
from scipy.spatial import cKDTree
verts = mesh.vertices
tree = cKDTree(verts)
# Build mapping: each vertex β canonical representative
N = len(verts)
mapping = np.arange(N, dtype=np.int64)
pairs = tree.query_pairs(r=1e-5)
for a, b in pairs:
root_a = int(mapping[a])
root_b = int(mapping[b])
while mapping[root_a] != root_a:
root_a = int(mapping[root_a])
while mapping[root_b] != root_b:
root_b = int(mapping[root_b])
if root_a != root_b:
mapping[root_b] = root_a
# Flatten chains
for i in range(N):
root = int(mapping[i])
while mapping[root] != root:
root = int(mapping[root])
mapping[i] = root
# Compact the mapping
unique_ids = np.unique(mapping)
compact = np.full(N, -1, dtype=np.int64)
compact[unique_ids] = np.arange(len(unique_ids))
new_faces = compact[mapping[mesh.faces]]
new_verts = verts[unique_ids]
return trimesh.Trimesh(vertices=new_verts, faces=new_faces, process=False)
def _cut_mesh_below(mesh, y_cut):
"""Keep only faces where all vertices are at or below y_cut. Preserves UV/texture."""
import trimesh
from trimesh.visual.texture import TextureVisuals
v_mask = mesh.vertices[:, 1] <= y_cut
f_keep = np.all(v_mask[mesh.faces], axis=1)
faces_kept = mesh.faces[f_keep]
used_verts = np.unique(faces_kept)
old_to_new = np.full(len(mesh.vertices), -1, dtype=np.int64)
old_to_new[used_verts] = np.arange(len(used_verts))
new_faces = old_to_new[faces_kept]
new_verts = mesh.vertices[used_verts]
new_mesh = trimesh.Trimesh(vertices=new_verts, faces=new_faces, process=False)
# Preserve UV + texture if present
if hasattr(mesh.visual, 'uv') and mesh.visual.uv is not None:
new_mesh.visual = TextureVisuals(
uv=mesh.visual.uv[used_verts],
material=mesh.visual.material)
return new_mesh
def _extract_neck_ring_geometric(mesh, neck_y, n_pts=64, band_frac=0.02):
"""
Extract a neck ring using topological boundary edges near neck_y.
Falls back to angle-sorted vertices if topology is non-manifold.
Works on welded (geometric) meshes.
"""
verts = mesh.vertices
y_range = verts[:, 1].max() - verts[:, 1].min()
band = y_range * band_frac
# --- Try topological boundary near neck_y first ---
edges = np.sort(mesh.edges, axis=1)
u, c2 = np.unique(edges, axis=0, return_counts=True)
be = u[c2 == 1] # boundary edges
# Keep boundary edges where BOTH endpoints are near neck_y
v_near = np.abs(verts[:, 1] - neck_y) <= band * 2
neck_be = be[v_near[be[:, 0]] & v_near[be[:, 1]]]
if len(neck_be) >= 8:
# Build adjacency and walk loop
adj = {}
for e in neck_be:
adj.setdefault(int(e[0]), []).append(int(e[1]))
adj.setdefault(int(e[1]), []).append(int(e[0]))
# Find the largest connected loop
visited = set()
loops = []
for start in adj:
if start in visited: continue
loop = [start]; visited.add(start); prev = -1; cur = start
for _ in range(len(neck_be) + 1):
nbrs = [v for v in adj.get(cur, []) if v != prev]
if not nbrs: break
nxt = nbrs[0]
if nxt == start: break
if nxt in visited: break
visited.add(nxt); prev = cur; cur = nxt; loop.append(cur)
loops.append(loop)
if loops:
best = max(loops, key=len)
if len(best) >= 8:
ring_pts = verts[best]
# Snap all ring points to neck_y (smooth the cut plane)
ring_pts = ring_pts.copy()
ring_pts[:, 1] = neck_y
return _resample_loop(ring_pts, n_pts)
# --- Fallback: use inner-cluster (neck column) vertices in the band ---
mask = (verts[:, 1] >= neck_y - band) & (verts[:, 1] <= neck_y + band)
pts = verts[mask]
if len(pts) < 8:
raise ValueError(f'Too few vertices near neck_y={neck_y:.4f}: {len(pts)}')
# Keep only inner-ring vertices (below 35th percentile radius from centroid)
# This excludes the outer face/head surface and keeps only the neck column
xz = pts[:, [0, 2]]
cx, cz = xz.mean(0)
radii = np.sqrt((xz[:, 0] - cx)**2 + (xz[:, 1] - cz)**2)
thresh = np.percentile(radii, 35)
inner_mask = radii <= thresh
if inner_mask.sum() >= 8:
pts = pts[inner_mask]
# Recompute centroid on inner pts
cx, cz = pts[:, [0, 2]].mean(0)
# Sort by angle in XZ plane
angles = np.arctan2(pts[:, 2] - cz, pts[:, 0] - cx)
pts_sorted = pts[np.argsort(angles)]
pts_sorted = pts_sorted.copy()
pts_sorted[:, 1] = neck_y # snap to cut plane
return _resample_loop(pts_sorted, n_pts)
def _extract_boundary_loop(mesh):
"""
Extract the boundary edge loop (ordered) from a welded mesh.
Returns (N, 3) ordered vertex positions.
"""
# Find boundary edges (edges used by exactly one face)
edges = np.sort(mesh.edges, axis=1)
unique, counts = np.unique(edges, axis=0, return_counts=True)
boundary_edges = unique[counts == 1]
if len(boundary_edges) == 0:
raise ValueError('No boundary edges found β mesh may be closed')
# Build adjacency for boundary edges
adj = {}
for e in boundary_edges:
adj.setdefault(int(e[0]), []).append(int(e[1]))
adj.setdefault(int(e[1]), []).append(int(e[0]))
# Walk the longest connected loop
# Find all loops
visited = set()
loops = []
for start_v in adj:
if start_v in visited:
continue
loop = [start_v]
visited.add(start_v)
prev = -1
cur = start_v
for _ in range(len(boundary_edges) + 1):
nbrs = [v for v in adj.get(cur, []) if v != prev]
if not nbrs:
break
nxt = nbrs[0]
if nxt == start_v:
break
if nxt in visited:
break
visited.add(nxt)
prev = cur
cur = nxt
loop.append(cur)
loops.append(loop)
# Use the longest loop
best = max(loops, key=len)
return mesh.vertices[best]
def _resample_loop(loop_pts, N):
"""Resample an ordered set of 3D points to exactly N evenly-spaced points."""
from scipy.interpolate import interp1d
# Arc-length parameterisation
diffs = np.diff(loop_pts, axis=0, prepend=loop_pts[-1:])
seg_lens = np.linalg.norm(diffs, axis=1)
t = np.cumsum(seg_lens)
t = np.insert(t, 0, 0)
t /= t[-1]
# Close the loop
t[-1] = 1.0
loop_closed = np.vstack([loop_pts, loop_pts[0]])
interp = interp1d(t, loop_closed, axis=0)
t_new = np.linspace(0, 1, N, endpoint=False)
return interp(t_new)
def _bridge_loops(loop_a, loop_b):
"""
Create a triangle strip bridging two ordered loops of equal length N.
loop_a, loop_b: (N, 3) vertex positions
Returns (verts, faces) β just the bridge strip as a trimesh-ready array.
"""
N = len(loop_a)
verts = np.vstack([loop_a, loop_b]) # (2N, 3) β a:0..N-1, b:N..2N-1
faces = []
for i in range(N):
j = (i + 1) % N
ai, aj = i, j
bi, bj = i + N, j + N
faces.append([ai, aj, bi])
faces.append([aj, bj, bi])
return verts, np.array(faces, dtype=np.int32)
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
# DECA head β trimesh
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
def deca_to_trimesh(verts_np, faces_v, uv_verts, faces_uv, tex_bgr):
"""
Assemble a trimesh.Trimesh from DECA outputs with UV texture.
Uses per-vertex UV (averaged over face corners sharing each vertex).
"""
import trimesh
from trimesh.visual.texture import TextureVisuals
from trimesh.visual.material import PBRMaterial
# Average face-corner UVs per vertex
N = len(verts_np)
uv_sum = np.zeros((N, 2), dtype=np.float64)
uv_cnt = np.zeros(N, dtype=np.int32)
for fi in range(len(faces_v)):
for ci in range(3):
vi = faces_v[fi, ci]
uvi = faces_uv[fi, ci]
uv_sum[vi] += uv_verts[uvi]
uv_cnt[vi] += 1
uv_cnt = np.maximum(uv_cnt, 1)
uv_per_vert = (uv_sum / uv_cnt[:, None]).astype(np.float32)
mesh = trimesh.Trimesh(vertices=verts_np, faces=faces_v, process=False)
tex_rgb = cv2.cvtColor(tex_bgr, cv2.COLOR_BGR2RGB)
tex_pil = Image.fromarray(tex_rgb)
try:
mat = PBRMaterial(baseColorTexture=tex_pil)
mesh.visual = TextureVisuals(uv=uv_per_vert, material=mat)
print(f'[deca_to_trimesh] UV attached: {uv_per_vert.shape}, tex={tex_rgb.shape}')
except Exception as e:
print(f'[deca_to_trimesh] UV attach failed ({e}) β using vertex colours')
mesh.visual.vertex_colors = np.tile([200, 175, 155, 255], (len(verts_np), 1))
return mesh
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
# Main head-replacement function
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
def replace_head(body_glb: str, face_img_path: str, out_glb: str,
device: str = 'cuda', bridge_n: int = 64):
"""
Main entry point.
body_glb : path to TripoSG textured GLB
face_img_path : path to reference face image
out_glb : output path for combined GLB
bridge_n : number of vertices in the stitching ring
"""
import trimesh
import torch
# ββ 1. Load body GLB ββββββββββββββββββββββββββββββββββββββββββ
print('[replace_head] Loading body GLB...')
scene = trimesh.load(body_glb)
if isinstance(scene, trimesh.Scene):
body_mesh = trimesh.util.concatenate(
[g for g in scene.geometry.values() if isinstance(g, trimesh.Trimesh)]
)
else:
body_mesh = scene
print(f' Body: {len(body_mesh.vertices)} verts, {len(body_mesh.faces)} faces')
# ββ 1b. Weld body mesh (UV-split β geometric) βββββββββββββββββ
print('[replace_head] Welding mesh vertices...')
body_welded = _weld_mesh(body_mesh)
print(f' Welded: {len(body_welded.vertices)} verts (was {len(body_mesh.vertices)})')
# ββ 2. Find neck cut height βββββββββββββββββββββββββββββββββββ
neck_y = _find_neck_height(body_welded)
# ββ 3. Cut body at neck βββββββββββββββββββββββββββββββββββββββ
print('[replace_head] Cutting body at neck...')
# Work on welded mesh for topology; keep original mesh for geometry export
body_lower_welded = _cut_mesh_below(body_welded, neck_y)
body_lower = _cut_mesh_below(body_mesh, neck_y) # keeps original UV/texture
print(f' Body lower: {len(body_lower.vertices)} verts')
# Extract neck ring geometrically (robust for non-manifold UV-split meshes)
body_neck_loop = _extract_neck_ring_geometric(body_welded, neck_y, n_pts=bridge_n)
print(f' Body neck ring: {len(body_neck_loop)} pts (geometric)')
# ββ 4. Run DECA βββββββββββββββββββββββββββββββββββββββββββββββ
print('[replace_head] Running DECA...')
verts_np, cam_np, faces_v, uv_verts, faces_uv, tex_bgr = run_deca(face_img_path, device=device)
# ββ 5. Align DECA head to body coordinate system βββββββββββββ
# TripoSG body is roughly in [-1,1] world space (y-up)
# DECA/FLAME space: head centered around origin, scale β 1.5-2.5 units for full head
# We need to:
# a) Scale the FLAME head to match body scale
# b) Position the FLAME head so its neck base aligns with body neck ring
# Get the bottom of the FLAME head (neck area)
# FLAME template: bottom vertices are the neck boundary ring
flame_mesh_tmp = __import__('trimesh').Trimesh(vertices=verts_np, faces=faces_v, process=False)
try:
flame_neck_loop = _extract_boundary_loop(flame_mesh_tmp)
print(f' FLAME neck ring (topology): {len(flame_neck_loop)} verts')
except Exception as e:
print(f' FLAME boundary loop failed ({e}), using geometric extraction')
# Geometric fallback: bottom 5% of head vertices
flame_neck_y = verts_np[:, 1].min() + (verts_np[:, 1].max() - verts_np[:, 1].min()) * 0.08
flame_neck_loop = _extract_neck_ring_geometric(flame_mesh_tmp, flame_neck_y, n_pts=bridge_n)
print(f' FLAME neck ring (geometric): {len(flame_neck_loop)} pts')
# ββ 5b. Compute head position using NECK RING centroid βββββββββββββββ
# Directly align FLAME neck ring center β body neck ring center in all 3 axes.
# This is robust regardless of body pose or tilt.
body_neck_center = body_neck_loop.mean(axis=0)
# Estimate head height from WELDED mesh crown (more reliable than UV-split mesh)
welded_y_max = float(body_welded.vertices[:, 1].max())
body_head_height = welded_y_max - neck_y
flame_neck_center_unscaled = flame_neck_loop.mean(axis=0)
flame_y_min = verts_np[:, 1].min()
flame_y_max = verts_np[:, 1].max()
flame_head_height = flame_y_max - flame_y_min
print(f' Body neck center: {body_neck_center.round(4)}')
print(f' Body head space: {body_head_height:.4f} (neck_y={neck_y:.4f}, crown_y={welded_y_max:.4f})')
print(f' FLAME head height (unscaled): {flame_head_height:.4f}')
print(f' FLAME neck center (unscaled): {flame_neck_center_unscaled.round(4)}')
# Scale FLAME head to match body head height
if flame_head_height > 1e-5:
head_scale = body_head_height / flame_head_height
else:
head_scale = 1.0
print(f' Head scale: {head_scale:.4f}')
# Translate: FLAME neck ring center β body neck ring center in XZ,
# FLAME mesh bottom (flame_y_min) β neck_y in Y.
# This ensures the head fills the full space from neck_y to body crown.
translate = np.array([
body_neck_center[0] - flame_neck_center_unscaled[0] * head_scale,
neck_y - flame_y_min * head_scale,
body_neck_center[2] - flame_neck_center_unscaled[2] * head_scale,
])
print(f' Translate: {translate.round(4)}')
verts_aligned = verts_np * head_scale + translate
print(f' FLAME aligned y={verts_aligned[:,1].min():.4f}β{verts_aligned[:,1].max():.4f}'
f' x={verts_aligned[:,0].min():.4f}β{verts_aligned[:,0].max():.4f}'
f' z={verts_aligned[:,2].min():.4f}β{verts_aligned[:,2].max():.4f}')
# Extract FLAME neck loop after alignment (at the cut plane y=neck_y)
flame_verts_aligned = verts_aligned
flame_mesh_aligned = __import__('trimesh').Trimesh(
vertices=flame_verts_aligned, faces=faces_v, process=False)
try:
flame_neck_loop_aligned = _extract_boundary_loop(flame_mesh_aligned)
print(f' FLAME neck ring (topology): {len(flame_neck_loop_aligned)} verts')
except Exception:
flame_neck_y_aligned = flame_verts_aligned[:, 1].min() + (
flame_verts_aligned[:, 1].max() - flame_verts_aligned[:, 1].min()) * 0.05
flame_neck_loop_aligned = _extract_neck_ring_geometric(
flame_mesh_aligned, flame_neck_y_aligned, n_pts=bridge_n)
print(f' FLAME neck ring (geometric): {len(flame_neck_loop_aligned)} pts')
flame_neck_r = np.linalg.norm(flame_neck_loop_aligned - flame_neck_loop_aligned.mean(0), axis=1).mean()
body_neck_r = np.linalg.norm(body_neck_loop - body_neck_loop.mean(0), axis=1).mean()
print(f' Body neck radius: {body_neck_r:.4f} FLAME neck radius (scaled): {flame_neck_r:.4f}')
# ββ 6. Resample both neck loops to bridge_n points ββββββββββββ
body_loop_r = _resample_loop(body_neck_loop, bridge_n)
flame_loop_r = _resample_loop(flame_neck_loop_aligned, bridge_n)
# Ensure loops are oriented consistently (both CW or both CCW)
# Compute signed area to check orientation
def _loop_orientation(loop):
c = loop.mean(0)
t = loop - c
cross = np.cross(t[:-1], t[1:])
return float(np.sum(cross[:, 1])) # y-component
o_body = _loop_orientation(body_loop_r)
o_flame = _loop_orientation(flame_loop_r)
if (o_body > 0) != (o_flame > 0):
flame_loop_r = flame_loop_r[::-1]
# ββ 7. Align loop starting points (minimise bridge twist) βββββ
# Match starting vertex: find flame loop point closest to body loop start
dists = np.linalg.norm(flame_loop_r - body_loop_r[0], axis=1)
best_offset = int(np.argmin(dists))
flame_loop_r = np.roll(flame_loop_r, -best_offset, axis=0)
# ββ 8. Build bridge strip βββββββββββββββββββββββββββββββββββββ
bridge_verts, bridge_faces = _bridge_loops(body_loop_r, flame_loop_r)
bridge_mesh = __import__('trimesh').Trimesh(vertices=bridge_verts, faces=bridge_faces, process=False)
# ββ 9. Combine: body_lower + bridge + FLAME head ββββββββββββββ
# Build FLAME head mesh with texture
head_mesh = deca_to_trimesh(flame_verts_aligned, faces_v, uv_verts, faces_uv, tex_bgr)
# Combine all parts
combined = __import__('trimesh').util.concatenate([body_lower, bridge_mesh, head_mesh])
combined = __import__('trimesh').Trimesh(
vertices=combined.vertices,
faces=combined.faces,
process=False
)
# Try to copy body texture to combined if available
try:
if hasattr(body_lower.visual, 'material'):
pass # Keep per-mesh materials β export as scene
except Exception:
pass
# ββ 10. Export ββββββββββββββββββββββββββββββββββββββββββββββββ
print(f'[replace_head] Exporting combined mesh: {len(combined.vertices)} verts...')
os.makedirs(os.path.dirname(out_glb) or '.', exist_ok=True)
# Export as GLB scene with separate submeshes (preserves textures)
try:
import trimesh
scene_out = trimesh.Scene()
scene_out.add_geometry(body_lower, geom_name='body')
scene_out.add_geometry(bridge_mesh, geom_name='bridge')
scene_out.add_geometry(head_mesh, geom_name='head')
scene_out.export(out_glb)
print(f'[replace_head] Saved scene GLB: {out_glb} ({os.path.getsize(out_glb)//1024} KB)')
except Exception as e:
print(f'[replace_head] Scene export failed ({e}), trying single mesh...')
combined.export(out_glb)
print(f'[replace_head] Saved GLB: {out_glb} ({os.path.getsize(out_glb)//1024} KB)')
return out_glb
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
# CLI
# ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
if __name__ == '__main__':
ap = argparse.ArgumentParser()
ap.add_argument('--body', required=True, help='TripoSG body GLB path')
ap.add_argument('--face', required=True, help='Reference face image path')
ap.add_argument('--out', required=True, help='Output GLB path')
ap.add_argument('--bridge', type=int, default=64, help='Bridge ring vertex count')
ap.add_argument('--cpu', action='store_true', help='Use CPU instead of CUDA')
args = ap.parse_args()
device = 'cpu' if args.cpu else ('cuda' if __import__('torch').cuda.is_available() else 'cpu')
replace_head(args.body, args.face, args.out, device=device, bridge_n=args.bridge)
|