#!/usr/bin/env python3 """ 批量渲染 IDesign 生成的场景 需要在 blender conda 环境下运行: conda activate blender """ import bpy import json import math import os import sys from pathlib import Path from datetime import datetime def clear_scene(): """清空场景""" bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete() # 清除所有数据块 for block in bpy.data.meshes: if block.users == 0: bpy.data.meshes.remove(block) for block in bpy.data.materials: if block.users == 0: bpy.data.materials.remove(block) def import_glb(file_path, object_name): """导入GLB文件""" try: bpy.ops.import_scene.gltf(filepath=file_path) # 获取所有新导入的对象 imported = [obj for obj in bpy.context.selected_objects] if imported: # 如果有多个对象,创建一个空对象作为父级 if len(imported) > 1: bpy.ops.object.empty_add(type='PLAIN_AXES') parent = bpy.context.active_object parent.name = object_name for obj in imported: obj.parent = parent return parent else: imported[0].name = object_name return imported[0] except Exception as e: print(f" 导入失败 {object_name}: {e}") return None def create_room(width, depth, height): """创建房间""" # 创建地板 bpy.ops.mesh.primitive_plane_add(size=1, location=(width/2, depth/2, 0)) floor = bpy.context.active_object floor.scale = (width, depth, 1) floor.name = "Floor" # 地板材质 floor_mat = bpy.data.materials.new(name="FloorMat") floor_mat.use_nodes = True floor_mat.node_tree.nodes["Principled BSDF"].inputs["Base Color"].default_value = (0.8, 0.75, 0.7, 1) floor.data.materials.append(floor_mat) # 后墙 (y=0) bpy.ops.mesh.primitive_plane_add(size=1, location=(width/2, 0.01, height/2)) back_wall = bpy.context.active_object back_wall.scale = (width, 1, height) back_wall.rotation_euler = (math.radians(90), 0, 0) back_wall.name = "BackWall" # 左墙 (x=0) bpy.ops.mesh.primitive_plane_add(size=1, location=(0.01, depth/2, height/2)) left_wall = bpy.context.active_object left_wall.scale = (depth, 1, height) left_wall.rotation_euler = (math.radians(90), 0, math.radians(90)) left_wall.name = "LeftWall" # 墙壁材质 wall_mat = bpy.data.materials.new(name="WallMat") wall_mat.use_nodes = True wall_mat.node_tree.nodes["Principled BSDF"].inputs["Base Color"].default_value = (0.95, 0.95, 0.95, 1) back_wall.data.materials.append(wall_mat) left_wall.data.materials.append(wall_mat) def setup_camera_and_lights(room_dims): """设置相机和灯光""" width, depth, height = room_dims # 相机位置:从房间外角落看向中心 cam_x = width * 1.8 cam_y = depth * 1.8 cam_z = height * 1.5 bpy.ops.object.camera_add(location=(cam_x, cam_y, cam_z)) camera = bpy.context.active_object camera.name = "Camera" # 让相机看向房间中心 target_x, target_y, target_z = width/2, depth/2, height/3 # 计算方向 dx = target_x - cam_x dy = target_y - cam_y dz = target_z - cam_z # 计算旋转 dist_xy = math.sqrt(dx*dx + dy*dy) rot_x = math.atan2(-dz, dist_xy) rot_z = math.atan2(dy, dx) camera.rotation_euler = (math.pi/2 + rot_x, 0, rot_z + math.pi/2) bpy.context.scene.camera = camera # 主光源 (太阳光) bpy.ops.object.light_add(type='SUN', location=(width/2, depth/2, height + 3)) sun = bpy.context.active_object sun.name = "Sun" sun.data.energy = 3 sun.rotation_euler = (math.radians(45), math.radians(30), 0) # 补光 bpy.ops.object.light_add(type='AREA', location=(width*1.5, depth*1.5, height)) area = bpy.context.active_object area.name = "FillLight" area.data.energy = 100 area.data.size = 3 def render_to_file(output_path, resolution=(800, 600), samples=32): """渲染到文件""" scene = bpy.context.scene scene.render.engine = 'CYCLES' scene.render.resolution_x = resolution[0] scene.render.resolution_y = resolution[1] scene.cycles.samples = samples scene.cycles.use_denoising = True # 尝试使用 GPU try: prefs = bpy.context.preferences.addons['cycles'].preferences prefs.compute_device_type = 'CUDA' scene.cycles.device = 'GPU' prefs.get_devices() for device in prefs.devices: device.use = True except: pass scene.render.filepath = str(output_path) scene.render.image_settings.file_format = 'PNG' bpy.ops.render.render(write_still=True) def render_single_scene(scene_dir): """渲染单个场景""" scene_dir = Path(scene_dir) # 找场景文件 scene_graph_json = scene_dir / "scene_graph.json" if not scene_graph_json.exists(): print(f" ⚠️ 无 scene_graph.json") return False # 找 GLB 目录 assets_dir = None for dirname in ['Assets', 'objects', 'glb']: d = scene_dir / dirname if d.exists() and any(d.glob('*.glb')): assets_dir = d break if not assets_dir: print(f" ⚠️ 无 GLB 文件目录") return False # 读取场景数据 with open(scene_graph_json, 'r') as f: scene_data = json.load(f) # 确保是 list if isinstance(scene_data, dict): objects_list = scene_data.get('objects_in_room', []) else: objects_list = scene_data # 获取房间尺寸 room_dims = [4, 4, 2.8] for obj in objects_list: obj_id = obj.get('new_object_id', '') if obj_id == 'middle of the room': size = obj.get('size_in_meters', {}) room_dims = [ size.get('length', 4), size.get('width', 4), 2.8 ] elif obj_id == 'ceiling': pos = obj.get('position', {}) if pos: room_dims[2] = pos.get('z', 2.8) # 检查是否有物体有位置信息 valid_objects = [] for obj in objects_list: obj_id = obj.get('new_object_id', '') if obj_id in ['south_wall', 'north_wall', 'east_wall', 'west_wall', 'middle of the room', 'ceiling']: continue # 检查位置 pos = obj.get('position', {}) if pos and 'x' in pos: # 检查 GLB 文件 glb_file = assets_dir / f"{obj_id}.glb" if glb_file.exists(): valid_objects.append((obj, glb_file)) if not valid_objects: print(f" ⚠️ 无有效物体") return False # 清空场景 clear_scene() # 创建房间 create_room(room_dims[0], room_dims[1], room_dims[2]) # 导入物体 loaded = 0 for obj_data, glb_file in valid_objects: obj_id = obj_data.get('new_object_id', '') imported = import_glb(str(glb_file), obj_id) if imported: # 位置 pos = obj_data.get('position', {}) imported.location = (pos.get('x', 0), pos.get('y', 0), pos.get('z', 0)) # 旋转 rot = obj_data.get('rotation', {}) if isinstance(rot, dict): z_angle = rot.get('z_angle', 0) else: z_angle = rot if rot else 0 imported.rotation_euler = (0, 0, math.radians(z_angle)) # 缩放 size = obj_data.get('size_in_meters', {}) if size and imported.dimensions[0] > 0: target = [size.get('length', 1), size.get('width', 1), size.get('height', 1)] dims = imported.dimensions scale = [target[i] / max(dims[i], 0.001) for i in range(3)] imported.scale = scale loaded += 1 # 设置相机和灯光 setup_camera_and_lights(room_dims) # 渲染 output_path = scene_dir / "render.png" render_to_file(output_path) print(f" ✅ 完成 ({loaded} 物体)") return True def batch_render(results_dir, max_scenes=None): """批量渲染""" results_dir = Path(results_dir) if not results_dir.exists(): print(f"目录不存在: {results_dir}") return # 找所有有 scene_graph.json 的目录 scene_dirs = [d for d in results_dir.iterdir() if d.is_dir() and (d / "scene_graph.json").exists()] if max_scenes: scene_dirs = scene_dirs[:max_scenes] print(f"\n📂 找到 {len(scene_dirs)} 个场景") success = 0 skipped = 0 for i, scene_dir in enumerate(scene_dirs, 1): # 跳过已渲染的 if (scene_dir / "render.png").exists(): print(f"[{i}/{len(scene_dirs)}] {scene_dir.name} - 已存在,跳过") skipped += 1 continue print(f"[{i}/{len(scene_dirs)}] {scene_dir.name}") try: if render_single_scene(scene_dir): success += 1 except Exception as e: print(f" ❌ 错误: {e}") print(f"\n✅ 完成: {success} 成功, {skipped} 跳过, {len(scene_dirs) - success - skipped} 失败") if __name__ == "__main__": import argparse parser = argparse.ArgumentParser() parser.add_argument("--dataset", choices=["zones", "bench", "all"], default="all") parser.add_argument("--max", type=int, default=None) parser.add_argument("--single", type=str, default=None) args = parser.parse_args() print(f"\n{'='*60}") print(f"🎬 IDesign 批量渲染") print(f"{'='*60}") print(f"时间: {datetime.now().strftime('%Y-%m-%d %H:%M:%S')}") if args.single: render_single_scene(args.single) else: if args.dataset in ["zones", "all"]: print("\n--- Zones 数据集 ---") batch_render("/home/v-meiszhang/amlt-project/MetaSpatial/IDesign/evaluation/evaluation_results", args.max) if args.dataset in ["bench", "all"]: print("\n--- Bench 数据集 ---") batch_render("/home/v-meiszhang/amlt-project/MetaSpatial/IDesign/evaluation/layout_bench_results", args.max) print(f"\n{'='*60}") print("✅ 渲染任务完成")