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231562a | 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 | #!/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())
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