#!/usr/bin/env python3 """ 批量渲染 IDesign 生成的场景 - 使用 bpy 直接渲染 需要在 blender conda 环境下运行: conda activate blender 高质量渲染设置:与 InternScenes 项目的 blender 渲染器对齐 """ import bpy import json import math import os import sys from pathlib import Path from datetime import datetime from mathutils import Vector try: from PIL import Image HAS_PIL = True except ImportError: HAS_PIL = False # ============================================================================ # 渲染参数配置(与 InternScenes 对齐) # ============================================================================ RENDER_CONFIG = { # 分辨率 "width": 1600, "height": 900, # 渲染引擎设置 "engine": "CYCLES", "samples": 256, "exposure": 0.0, # 相机设置 "camera_lens": 35.0, # mm "camera_clip_start": 0.01, "camera_clip_end": 1000.0, # 视角模式:diagonal, diagonal2, diagonal3, diagonal4, topdown, side_front, side_back, side_left, side_right "view_mode": "diagonal", "diagonal_distance": 2.2, # 增大距离,拉远相机 "diagonal_height_offset": 0.1, # 稍微降低视角 "topdown_height": 1.5, "topdown_scale": 1.0, # 灯光设置 "sun_intensity": 3.5, "sun_color": (1.0, 0.98, 0.94), # 暖色调 "ambient_intensity": 1.0, "use_fill_lights": True, "fill_intensity": 0.5, # 背景设置 "background": (1.0, 1.0, 1.0, 1.0), "use_transparent_background": True, # 后处理 "auto_crop": True, "crop_padding": 10, } # 清除默认 Cube def clear_default_cube(): obj = bpy.data.objects.get('Cube') if obj: bpy.data.objects.remove(obj, do_unlink=True) def clear_scene(): """完全清空场景""" bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete() # 清除所有 mesh 数据 for mesh in bpy.data.meshes: bpy.data.meshes.remove(mesh) for material in bpy.data.materials: bpy.data.materials.remove(material) def import_glb(file_path, object_name): """导入 GLB 文件""" try: bpy.ops.import_scene.gltf(filepath=file_path) imported_object = bpy.context.view_layer.objects.active if imported_object is not None: imported_object.name = object_name return imported_object except Exception as e: print(f"导入失败 {object_name}: {e}") return None def find_glb_files(directories): """在多个目录中查找 GLB 文件""" glb_files = {} for directory in directories: if not os.path.exists(directory): continue for root, dirs, files in os.walk(directory): for file in files: if file.endswith(".glb"): key = file.replace(".glb", "") if key not in glb_files: glb_files[key] = os.path.join(root, file) return glb_files def get_highest_parent_objects(): """获取最高层父对象""" return [obj for obj in bpy.data.objects if obj.parent is None] def select_meshes_under_empty(empty_object_name): """递归选择 Empty 下的所有 Mesh""" empty_object = bpy.data.objects.get(empty_object_name) if empty_object is not None and empty_object.type == 'EMPTY': for child in empty_object.children: if child.type == 'MESH': child.select_set(True) bpy.context.view_layer.objects.active = child else: select_meshes_under_empty(child.name) def delete_empty_objects(): """删除所有 Empty 对象""" empties = [obj for obj in bpy.context.scene.objects if obj.type == 'EMPTY'] for obj in empties: bpy.data.objects.remove(obj) def rescale_object(obj, scale): """缩放对象到指定尺寸""" if obj.type == 'MESH': bbox_dimensions = obj.dimensions if bbox_dimensions.x > 0 and bbox_dimensions.y > 0 and bbox_dimensions.z > 0: scale_factors = ( scale.get("length", 1) / bbox_dimensions.x, scale.get("width", 1) / bbox_dimensions.y, scale.get("height", 1) / bbox_dimensions.z ) obj.scale = scale_factors def ensure_principled_materials(objects): """确保所有网格对象有正确的 Principled BSDF 材质(与 InternScenes 渲染器对齐) 增强现有材质的 PBR 参数以获得更好的渲染效果。 """ for obj in objects: if obj.type != "MESH" or not obj.data.materials: continue for mat_idx, material in enumerate(obj.data.materials): if material is None: continue # 跳过地板材质 if material.name == "FloorMaterial": continue # 启用节点 material.use_nodes = True nodes = material.node_tree.nodes # 查找或创建 Principled BSDF principled = None for node in nodes: if node.type == "BSDF_PRINCIPLED": principled = node break if principled is None: # 如果没有 Principled BSDF,创建新的着色器设置 nodes.clear() principled = nodes.new(type="ShaderNodeBsdfPrincipled") output = nodes.new(type="ShaderNodeOutputMaterial") material.node_tree.links.new(principled.outputs["BSDF"], output.inputs["Surface"]) # 增强 PBR 参数 if "Base Color" in principled.inputs: bc = principled.inputs["Base Color"].default_value if bc[0] == 0 and bc[1] == 0 and bc[2] == 0: principled.inputs["Base Color"].default_value = (0.8, 0.8, 0.8, 1.0) if "Roughness" in principled.inputs: current_rough = principled.inputs["Roughness"].default_value if current_rough < 0.1 or current_rough > 0.99: principled.inputs["Roughness"].default_value = 0.5 if "Metallic" in principled.inputs: principled.inputs["Metallic"].default_value = 0.0 def create_room(width, depth, height): """创建地板(纯白色材质)""" # 只创建地板 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:纯白色 Principled BSDF mat = bpy.data.materials.new(name="FloorMaterial") mat.use_nodes = True nodes = mat.node_tree.nodes links = mat.node_tree.links nodes.clear() # 创建 Principled BSDF 节点 bsdf = nodes.new(type="ShaderNodeBsdfPrincipled") bsdf.inputs["Base Color"].default_value = (1.0, 1.0, 1.0, 1.0) # 纯白色 bsdf.inputs["Roughness"].default_value = 0.35 bsdf.inputs["Metallic"].default_value = 0.0 # 创建输出节点 output = nodes.new(type="ShaderNodeOutputMaterial") links.new(bsdf.outputs["BSDF"], output.inputs["Surface"]) # 材质设置 mat.blend_method = "OPAQUE" if hasattr(mat, 'shadow_method'): mat.shadow_method = "OPAQUE" mat.use_backface_culling = False # 双面渲染 floor.data.materials.append(mat) return floor def setup_camera(width, depth, height, view_mode="diagonal"): """设置相机(与 InternScenes 渲染器对齐) Args: width, depth, height: 房间尺寸 view_mode: 相机视角模式 - diagonal: 前右角对角线视角 - diagonal2: 后左角对角线视角 - diagonal3: 后右角对角线视角 - diagonal4: 前左角对角线视角 - topdown: 俯视图(正交) - side_front/side_back/side_left/side_right: 侧视图 """ # 计算场景边界 center = Vector((width/2, depth/2, height/2)) extent = Vector((width, depth, height)) radius = extent.length / 2 bpy.ops.object.camera_add() camera = bpy.context.active_object camera.name = "Camera" config = RENDER_CONFIG diagonal_distance = config.get("diagonal_distance", 1.2) diagonal_height_offset = config.get("diagonal_height_offset", 0.15) topdown_height = config.get("topdown_height", 1.5) topdown_scale = config.get("topdown_scale", 1.0) if view_mode == "topdown": # 正交俯视图 camera.data.type = "ORTHO" camera.data.ortho_scale = radius * topdown_scale eye = center + Vector((0.0, 0.0, radius * topdown_height)) camera.location = eye camera.data.lens = 50.0 # 朝下看 _look_at(camera, center) elif view_mode.startswith("side_"): # 侧视图(带仰角) camera.data.type = "PERSP" camera.data.lens = config.get("camera_lens", 35.0) elev_rad = math.radians(30.0) # 30度仰角 horizontal_dist = math.cos(elev_rad) vertical_dist = math.sin(elev_rad) if view_mode == "side_front": horiz_dir = Vector((0.0, 1.0, 0.0)) elif view_mode == "side_back": horiz_dir = Vector((0.0, -1.0, 0.0)) elif view_mode == "side_left": horiz_dir = Vector((-1.0, 0.0, 0.0)) elif view_mode == "side_right": horiz_dir = Vector((1.0, 0.0, 0.0)) else: horiz_dir = Vector((0.0, 1.0, 0.0)) distance = radius * max(1.0, diagonal_distance * 1.5) direction = Vector(( horiz_dir.x * horizontal_dist, horiz_dir.y * horizontal_dist, vertical_dist )) direction.normalize() eye = center + direction * distance camera.location = eye _look_at(camera, center) else: # 对角线透视视角(diagonal, diagonal2, diagonal3, diagonal4) camera.data.type = "PERSP" camera.data.lens = config.get("camera_lens", 35.0) if view_mode == "diagonal": diag_direction = Vector((1.0, 1.0, 1.0)) # 前右角 elif view_mode == "diagonal2": diag_direction = Vector((-1.0, -1.0, 1.0)) # 后左角 elif view_mode == "diagonal3": diag_direction = Vector((1.0, -1.0, 1.0)) # 后右角 elif view_mode == "diagonal4": diag_direction = Vector((-1.0, 1.0, 1.0)) # 前左角 else: diag_direction = Vector((1.0, 1.0, 1.0)) diag_direction.normalize() distance = radius * max(1.0, diagonal_distance * 1.5) eye = center + diag_direction * distance look_target = center.copy() z_offset = radius * diagonal_height_offset eye.z -= z_offset look_target.z -= z_offset camera.location = eye _look_at(camera, look_target) # 相机参数 camera.data.clip_start = config.get("camera_clip_start", 0.01) camera.data.clip_end = config.get("camera_clip_end", radius * 100.0) bpy.context.scene.camera = camera return camera def _look_at(camera, target): """让相机朝向目标点""" direction = target - camera.location if direction.length < 1e-6: direction = Vector((0.0, 0.0, -1.0)) else: direction.normalize() quat = direction.to_track_quat("-Z", "Y") camera.rotation_euler = quat.to_euler() def setup_lighting(width, depth, height): """设置灯光(与 InternScenes 渲染器对齐)""" center = Vector((width/2, depth/2, height/2)) extent = Vector((width, depth, height)) radius = extent.length / 2 config = RENDER_CONFIG sun_intensity = config.get("sun_intensity", 3.5) sun_color = config.get("sun_color", (1.0, 0.98, 0.94)) use_fill_lights = config.get("use_fill_lights", True) fill_intensity = config.get("fill_intensity", 0.5) # ========== 主光源:太阳光 ========== sun_light_data = bpy.data.lights.new("Sun", type="SUN") sun = bpy.data.objects.new("Sun", sun_light_data) bpy.context.collection.objects.link(sun) # 太阳光位置和方向:从相机方向偏移 camera = bpy.context.scene.camera if camera: view_dir = center - camera.location if view_dir.length < 1e-6: view_dir = Vector((0.0, 0.0, -1.0)) else: view_dir.normalize() sun_dir = view_dir * 0.6 + Vector((0.0, 0.0, -0.8)) if sun_dir.length < 1e-6: sun_dir = Vector((0.0, 0.0, -1.0)) else: sun_dir.normalize() else: sun_dir = Vector((-0.5, -0.5, -0.8)) sun_dir.normalize() sun.location = center + sun_dir * radius * 2.0 quat = sun_dir.to_track_quat("-Z", "Y") sun.rotation_euler = quat.to_euler() sun.data.energy = max(0.01, sun_intensity) sun.data.color = sun_color # 太阳光柔和阴影 if hasattr(sun.data, "angle"): sun.data.angle = math.radians(1.0) if not use_fill_lights: return # ========== 填充光:Area Light ========== fill_light_data = bpy.data.lights.new("FillLight", type="AREA") fill_light = bpy.data.objects.new("FillLight", fill_light_data) bpy.context.collection.objects.link(fill_light) fill_light.location = center + Vector((0.0, -radius * 0.5, radius * 1.5)) fill_light.rotation_euler = (math.radians(45), 0, 0) fill_light_data.energy = fill_intensity * 100 fill_light_data.color = (1.0, 0.98, 0.95) # 微暖色 fill_light_data.size = radius * 2 # ========== 轮廓光:Rim Light ========== rim_light_data = bpy.data.lights.new("RimLight", type="AREA") rim_light = bpy.data.objects.new("RimLight", rim_light_data) bpy.context.collection.objects.link(rim_light) rim_light.location = center + Vector((radius * 0.5, radius, radius)) rim_light.rotation_euler = (math.radians(-45), math.radians(30), 0) rim_light_data.energy = fill_intensity * 50 rim_light_data.color = (0.95, 0.97, 1.0) # 微冷色形成对比 rim_light_data.size = radius def setup_world(): """设置世界/环境(与 InternScenes 渲染器对齐)""" scene = bpy.context.scene config = RENDER_CONFIG background = config.get("background", (1.0, 1.0, 1.0, 1.0)) ambient_intensity = config.get("ambient_intensity", 1.0) use_transparent = config.get("use_transparent_background", True) # 创建或获取世界 if scene.world is None: scene.world = bpy.data.worlds.new("World") world = scene.world world.use_nodes = True nodes = world.node_tree.nodes links = world.node_tree.links # 清除现有节点 nodes.clear() # 创建输出节点 output_node = nodes.new(type="ShaderNodeOutputWorld") output_node.location = (400, 0) # 简单纯色背景 background_node = nodes.new(type="ShaderNodeBackground") background_node.location = (200, 0) background_node.inputs[0].default_value = ( background[0], background[1], background[2], background[3] if len(background) > 3 else 1.0, ) background_node.inputs[1].default_value = max(0.0, ambient_intensity) links.new(background_node.outputs["Background"], output_node.inputs["Surface"]) # 透明背景设置 scene.render.film_transparent = use_transparent scene.render.image_settings.color_mode = "RGBA" def render_single_scene(scene_dir, output_name="render.png"): """渲染单个场景""" scene_dir = Path(scene_dir) # 找场景文件 - 支持 scene_graph.json 或 scene.json scene_json = None for json_name in ["scene_graph.json", "scene.json"]: candidate = scene_dir / json_name if candidate.exists(): scene_json = candidate break if scene_json is None: print(f" ⚠️ scene_graph.json/scene.json 不存在,跳过") return False # 读取场景数据 with open(scene_json, 'r') as f: data = json.load(f) # 提取物体信息 objects_in_room = {} room_dims = [4, 4, 2.8] # 默认 for item in data: obj_id = item.get("new_object_id", "") if obj_id == "middle of the room": size = item.get("size_in_meters", {}) room_dims = [size.get("length", 4), size.get("width", 4), 2.8] elif obj_id == "ceiling": pos = item.get("position", {}) room_dims[2] = pos.get("z", 2.8) elif obj_id not in ["south_wall", "north_wall", "east_wall", "west_wall"]: if item.get("position"): # 只处理有位置的物体 objects_in_room[obj_id] = item if not objects_in_room: print(f" ⚠️ 无有效物体,跳过") return False # 查找 GLB 文件 glb_dirs = [ scene_dir / "Assets", scene_dir / "assets", scene_dir / "glb", scene_dir / "objects" ] glb_file_paths = find_glb_files([str(d) for d in glb_dirs]) if not glb_file_paths: print(f" ⚠️ 无 GLB 文件,跳过") return False # 清空场景 clear_scene() # 导入物体 for item_id in objects_in_room: if item_id in glb_file_paths: import_glb(glb_file_paths[item_id], item_id) # 处理导入的物体:合并 Empty 下的 Mesh parents = get_highest_parent_objects() empty_parents = [p for p in parents if p.type == "EMPTY"] for empty_parent in empty_parents: bpy.ops.object.select_all(action='DESELECT') select_meshes_under_empty(empty_parent.name) if bpy.context.selected_objects: bpy.ops.object.join() bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='BOUNDS') joined_object = bpy.context.view_layer.objects.active if joined_object: joined_object.name = empty_parent.name + "-joined" # 清除父子关系,重置变换 MSH_OBJS = [m for m in bpy.context.scene.objects if m.type == 'MESH'] for obj in MSH_OBJS: bpy.context.view_layer.objects.active = obj bpy.ops.object.parent_clear(type='CLEAR_KEEP_TRANSFORM') obj.location = (0.0, 0.0, 0.0) obj.select_set(True) bpy.ops.object.transform_apply(location=True, rotation=True, scale=True) bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='BOUNDS') # 设置物体位置和旋转 loaded_count = 0 MSH_OBJS = [m for m in bpy.context.scene.objects if m.type == 'MESH'] for obj in MSH_OBJS: # 匹配物体名 key_variants = [ obj.name, obj.name.replace("-joined", ""), obj.name.replace(".001", ""), obj.name.replace(".002", ""), ] key = next((k for k in key_variants if k in objects_in_room), None) if key is None: continue item = objects_in_room[key] pos = item.get("position", {}) rot = item.get("rotation", {}) size = item.get("size_in_meters", {}) # 设置位置 obj.location = (pos.get("x", 0), pos.get("y", 0), pos.get("z", 0)) # 设置旋转 (z_angle 度数转弧度,加 180 度) z_angle = rot.get("z_angle", 0) bpy.ops.object.select_all(action='DESELECT') obj.select_set(True) bpy.ops.transform.rotate(value=(z_angle / 180.0) * math.pi + math.pi, orient_axis='Z') # 缩放 if size: rescale_object(obj, size) loaded_count += 1 # 删除 Empty delete_empty_objects() # 增强所有网格对象的材质 mesh_objects = [m for m in bpy.context.scene.objects if m.type == 'MESH'] ensure_principled_materials(mesh_objects) # 创建房间 create_room(room_dims[0], room_dims[1], room_dims[2]) # 设置世界/环境 setup_world() # 设置相机和灯光 view_mode = RENDER_CONFIG.get("view_mode", "diagonal") setup_camera(room_dims[0], room_dims[1], room_dims[2], view_mode) setup_lighting(room_dims[0], room_dims[1], room_dims[2]) # 配置渲染设置(与 InternScenes 渲染器对齐) configure_render_settings() # 渲染 output_path = scene_dir / output_name scene = bpy.context.scene scene.render.filepath = str(output_path) bpy.ops.render.render(write_still=True) # 自动裁剪透明边距 if RENDER_CONFIG.get("auto_crop", True) and HAS_PIL: auto_crop_image(str(output_path), RENDER_CONFIG.get("crop_padding", 10)) print(f" ✅ 渲染完成 ({loaded_count} 个物体): {output_path}") return True def configure_render_settings(): """配置渲染设置(与 InternScenes 渲染器对齐)""" scene = bpy.context.scene render = scene.render config = RENDER_CONFIG engine = config.get("engine", "CYCLES") width = config.get("width", 1600) height = config.get("height", 900) samples = config.get("samples", 256) exposure = config.get("exposure", 0.0) # 检查可用引擎 available_engines = {item.identifier for item in render.bl_rna.properties["engine"].enum_items} target_engine = engine if target_engine not in available_engines: if target_engine == "BLENDER_EEVEE" and "BLENDER_EEVEE_NEXT" in available_engines: target_engine = "BLENDER_EEVEE_NEXT" elif "CYCLES" in available_engines: target_engine = "CYCLES" render.engine = target_engine render.resolution_x = width render.resolution_y = height render.image_settings.file_format = "PNG" render.image_settings.color_mode = "RGBA" render.film_transparent = config.get("use_transparent_background", True) render.use_persistent_data = False scene.view_settings.exposure = exposure if target_engine == "CYCLES": scene.cycles.samples = max(1, samples) scene.cycles.preview_samples = min(scene.cycles.samples, 64) scene.cycles.use_denoising = True scene.cycles.use_adaptive_sampling = True scene.cycles.max_bounces = 12 scene.cycles.diffuse_bounces = 4 scene.cycles.glossy_bounces = 4 scene.cycles.transmission_bounces = 8 scene.cycles.volume_bounces = 2 # 尝试使用 GPU try: prefs = bpy.context.preferences.addons['cycles'].preferences prefs.compute_device_type = 'CUDA' prefs.get_devices() scene.cycles.device = 'GPU' for device in prefs.devices: device.use = True except: pass elif target_engine in {"BLENDER_EEVEE", "BLENDER_EEVEE_NEXT"}: eevee = scene.eevee if hasattr(eevee, "taa_render_samples"): eevee.taa_render_samples = max(1, samples) elif hasattr(eevee, "samples"): eevee.samples = max(1, samples) # AO if hasattr(eevee, "use_gtao"): eevee.use_gtao = True if hasattr(eevee, "gtao_distance"): eevee.gtao_distance = 0.5 if hasattr(eevee, "gtao_quality"): eevee.gtao_quality = 0.5 # Bloom if hasattr(eevee, "use_bloom"): eevee.use_bloom = True if hasattr(eevee, "bloom_threshold"): eevee.bloom_threshold = 0.8 if hasattr(eevee, "bloom_intensity"): eevee.bloom_intensity = 0.1 # SSR if hasattr(eevee, "use_ssr"): eevee.use_ssr = True if hasattr(eevee, "use_ssr_refraction"): eevee.use_ssr_refraction = True # 软阴影 if hasattr(eevee, "use_soft_shadows"): eevee.use_soft_shadows = True if hasattr(eevee, "shadow_cube_size"): eevee.shadow_cube_size = '1024' if hasattr(eevee, "shadow_cascade_size"): eevee.shadow_cascade_size = '2048' if hasattr(eevee, "use_denoise"): eevee.use_denoise = True def auto_crop_image(image_path, padding=10): """裁剪图像透明边距 Args: image_path: PNG 图像路径 padding: 保留的边距像素 """ img = Image.open(image_path) if img.mode != "RGBA": img = img.convert("RGBA") # 获取 alpha 通道并找到非透明边界 alpha = img.split()[-1] bbox = alpha.getbbox() if bbox is None: return # 添加边距 left = max(0, bbox[0] - padding) top = max(0, bbox[1] - padding) right = min(img.width, bbox[2] + padding) bottom = min(img.height, bbox[3] + padding) # 裁剪并保存 cropped = img.crop((left, top, right, bottom)) cropped.save(image_path) def batch_render(results_dir, dataset_name=""): """批量渲染""" results_dir = Path(results_dir) if not results_dir.exists(): print(f"⚠️ 目录不存在: {results_dir}") return 0 # 找所有有 scene_graph.json 或 scene.json 的目录 scene_dirs = [d for d in results_dir.iterdir() if d.is_dir() and ((d / "scene_graph.json").exists() or (d / "scene.json").exists())] print(f"\n📂 {dataset_name}: 找到 {len(scene_dirs)} 个场景") success = 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") success += 1 success += 1 continue print(f"[{i}/{len(scene_dirs)}] {scene_dir.name}") if render_single_scene(scene_dir): success += 1 print(f"\n✅ {dataset_name} 完成: {success}/{len(scene_dirs)}") return success def main(): print(f"\n{'='*60}") print("🎬 IDesign 批量渲染 (bpy)") print(f"{'='*60}") print(f"时间: {datetime.now().strftime('%Y-%m-%d %H:%M:%S')}") # 删除默认 Cube clear_default_cube() # 渲染 zones zones_dir = "/home/v-meiszhang/amlt-project/MetaSpatial/IDesign/evaluation/evaluation_results" batch_render(zones_dir, "zones") # 渲染 bench bench_dir = "/home/v-meiszhang/amlt-project/MetaSpatial/IDesign/evaluation/layout_bench_results" batch_render(bench_dir, "bench") print(f"\n{'='*60}") print("✅ 全部完成") print(f"{'='*60}") if __name__ == "__main__": main()