Commit Graph

4 Commits

Author SHA1 Message Date
m3ultra
d338eca925 Vertex-colour baker: 0.2s against the UV path's >20 minutes
The texture stage produced correct PBR voxels, but getting them ONTO a mesh through
o_voxel's UV path is not viable on this build. Measured, on an already welded,
floater-free, decimated 214k-face mesh:

  o_voxel to_glb, remesh=True    killed at 20min
  o_voxel to_glb, remesh=False   >20min CPU, killed
  bake_vertex_colors             0.2s

xatlas scales badly and 214k is the decimation floor, so it cannot be fed a smaller
mesh either. The trellis-2 lane reached the same conclusion independently and ships
--baker vertex as its fast path; this now matches.

bake_vertex_colors samples the PBR attribute volume at each vertex and writes COLOR_0.
Positions map to voxel indices by the same linear aabb relation fdg_to_mesh uses, so
nothing is resampled; lookup is a sorted-key searchsorted, and misses keep neutral
grey rather than black.

Verified on the real pipeline output:

  bake     vertex colours, 96.1% of vertices hit      0.2s
  result   90,093 verts / 214,322 faces
           57,925 unique colours, mean RGB [105 100 87], std [40 35 38]
           3.9% still default grey (matches the 4% miss rate)
  TOTAL    266.2s end to end, peak 32.6GB

What this costs: no metallic/roughness maps, base colour only. That is the honest
trade and it is stated in the operator description rather than buried - remesh also
now defaults OFF in to_glb, since upstream's remesh=True assumes CUDA.

Operator gains a baker param (vertex default, uv opt-in and flagged offline-only).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 18:23:58 +10:00
m3ultra
b6f0d76619 Texture stage: tex SLAT + PBR decode, and the bake order that makes it tractable
The texture flow is imgshape2tex - it denoises 32 PBR channels while SEEING the shape
latent, so in_channels is 64 against out_channels 32. Upstream feeds the shape latent
as concat_cond and the model does sparse_cat([x, concat_cond], dim=-1); both share
coords, so it reduces to a channel concat. Added to slat_flow and carried on the
sampler (it is fixed for the whole trajectory and must reach BOTH CFG branches).

Verified running on the real checkpoints: 3,988,052 PBR voxels x 6 channels in 65.8s
(base_color 0:3, metallic 3:4, roughness 4:5, alpha 5:6).

Two things here fail SILENTLY rather than loudly, so both are asserted in comments:

1. shape_slat arrives DENORMALISED - the shape stage un-standardises it for the
   decoder - but the texture flow was trained against the standardised form. It is
   re-normalised before use as concat_cond. Skipping that gives a plausible mesh with
   wrong colours, not an error.
2. tex_dec has pred_subdiv=False: it cannot invent subdivisions and must be handed the
   shape decoder's subs as guides, so texture voxels land on the geometry that was
   actually built.

The decoder's output is mapped * 0.5 + 0.5 into [0,1], the range o_voxel expects.

BAKE ORDER. Handing o_voxel the raw ~8M-face mesh hangs - the same wall the standalone
remesh test hit (killed at 20min), and the trellis2 lane's own operator note says the
uncapped bake peaks at 75GB. So the mesh is welded, stripped of floaters and decimated
BEFORE baking; the baker samples the attribute VOLUME at mesh positions, so a
decimated mesh still gets correct colours. Measured on the way through:

  welded      3,988,052 -> 3,983,672 verts
  floaters           12 components -> 1 kept, 6,332 faces dropped
  decimated   7,996,876 -> 214,322 faces
  pre-bake    34.6s

That floater count is worth noting: 12 components, not the 52,855 the first health
pass reported. Welding first is what makes the difference.

remesh now defaults OFF in to_glb, unlike upstream. Upstream runs on CUDA; this is the
CPU/Metal build and its remesher took >20 minutes on a 214k-face mesh. It is also
handed an already-clean mesh, so there is far less for it to fix.

Operator gains texture + texture_size params; geometry-only stays the default because
it is ~3min against the textured path's extra flow and bake.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 18:05:17 +10:00
m3ultra
516e3e4457 Mesh cleanup: weld, strip floaters, iterative decimation
The raw cascade output is ~4M verts / 8M faces and is not usable as-is. cleanup.py is
ordinary mesh hygiene, kept out of the model code, and the ORDER is the whole point:

  weld -> strip floaters -> decimate -> strip again -> fix normals

CORRECTION TO THE FLOATER COUNT. The health pass reported 52,855 components with
52,838 fragments under 100 faces, and I took those for stray shells. They were mostly
NOT: the decoder emits per-voxel vertices, so coincident corners are duplicated and
the same continuous surface reads as tens of thousands of islands. Welding FIRST
collapses it to a single component, and only 6,332 faces are genuinely stray. Ordering
the pass the other way round removes 250k faces of real geometry and calls it cleaning.

Two performance fixes, both because an operator runs this every job:

- Component labelling is a scipy union-find over the VERTEX graph, not
  trimesh.face_adjacency. Same answer, ~240s -> ~1s on this mesh.
- fix_normals runs LAST, on the decimated mesh. It walks face adjacency, so on the
  raw 7.99M-face mesh it costs minutes and the result is then thrown away by
  decimation. Cleanup went ~243s -> ~20s.

Decimation is iterative. A single fast_simplification call will not reduce past
roughly 4.4% of its input whatever target_reduction (or agg) is asked for: from 7.99M
faces, targets of 200k, 50k and 20k ALL returned 351,535. Repeated smaller passes get
further because each re-evaluates quadrics on the collapsed mesh.

MEASURED, on the sample:

  target 500,000  ->  499,984 faces   silhouette IoU 0.965   19.3s
  target 200,000  ->  214,322 faces   silhouette IoU 0.823   34.8s
  target 100,000  ->  214,322 faces   silhouette IoU 0.823
  target  20,000  ->  214,322 faces   silhouette IoU 0.823

HONEST LIMITATION: ~214k is a hard floor, and reaching it costs real fidelity
(0.965 -> 0.823). The cause is the ~180,000 BOUNDARY edges the Flexible Dual Grid
produces for open surfaces - quadric decimation will not collapse those, and no
aggressiveness setting changes it. Below ~214k needs a REMESH, not a decimator.
500k is effectively lossless and is the setting to use; anything under 214k is not
currently reachable and the loop stops rather than spinning.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 16:13:50 +10:00
m3ultra
165de26db5 The shipped cascade: image -> GLB at silhouette IoU 0.969
image_to_mesh() now runs the real cascade, not the single-stage shortcut:

  structure    3048 voxels @32^3      (64^3 occupancy, MAX-POOLED DOWN)
  LR SLAT      3048 x 32              shape_512 extractor
  refine      13147 coords @64^3      four decoder stages -> coords -> quantise
  HR SLAT     13147 x 32              shape_1024 extractor
  mesh      3988052 verts, 7996876 faces @1024^3

  TOTAL 258.4s, peak 27.9GB with every model resident   silhouette IoU 0.969

Three things the cascade needed:

1. occupied_coords_at() - ss_dec always decodes 64^3 but the cascade STARTS at 32^3.
   Upstream max-pools the boolean grid down by the ratio (a voxel survives if ANY of
   its eight children was occupied). I had been feeding the raw 64^3 set to the HR flow.
2. decoder.upsample() - pushes the LR latent four stages in and returns COORDS, not
   features. The predicted subdivisions grow the occupied set; those coords quantise
   onto the HR flow's grid. Stops BEFORE stage `upsample_times`, as upstream does;
   one stage further doubles the resolution and misplaces every voxel.
3. grid_resolution override on ProjConditioner - upstream backs the HR grid off in
   128-unit steps while the token count exceeds max_num_tokens, so a dense object
   degrades instead of exploding. refine_coords() implements that loop.

I WAS WRONG ABOUT THE HALO. The previous commit blamed the single-stage shortcut for a
0.639 silhouette IoU and predicted the cascade would fix it. The cascade measured
0.640 - no change. The real fault was in my VERIFICATION, not the pipeline: o_voxel
returns vertices in the voxel-grid frame, while ProjGrid rotates its lattice by
_BLENDER_ROT before projecting. Rotating the mesh the same way scores 0.969 on the
same geometry the earlier commit had already produced. Added mesh.to_camera_frame()
so the trap is named where it bites; the earlier mesh was correct all along.

The cascade is still the right thing - it is the shipped path, and staged loading
halves peak memory (12.8GB vs 22.6GB) when models are released between stages.

Also adds models.load_all(), so a server builds all five models plus both conditioners
ONCE. Warmup is ~71s against ~17s of compute, so an operator must never fork per job.
Holding everything resident costs 27.9GB peak - nothing on a 256GB box.

scripts/image_to_mesh.py exits non-zero if IoU < 0.85: a run that completes with a bad
reconstruction has failed even though nothing raised.

27/27 green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 15:13:20 +10:00