pixal3d_mrp_mlx/scripts/image_to_mesh.py
m3ultra 5f14517553 Fix the silhouette gate: sample the surface, not the vertex list
Two bugs in the acceptance test, both found by running it for real.

1. THE GATE DID NOT APPLY TO TEXTURED RUNS. The texture path returned before the
   check, so the one path most likely to be used for real assets was the only one that
   could ship a blob silently. The check is now a shared gate() called from both.

2. THE METRIC WAS TESSELLATION-DEPENDENT. It projected the VERTEX LIST, so a decimated
   mesh sampled its own silhouette more sparsely and scored lower for an identical
   shape - holes appear inside the outline and count as misses. Measured on two real
   assets:

     asset                        verts    vertex-proj   surface-sampled
     1_img (gate FAILED)        133,842        0.790            0.911
     0_img (gate passed)        227,546        0.965            0.969

   The dense mesh barely moves; the sparse one jumps 0.12. That is the metric
   measuring tessellation, not accuracy - and at min_iou 0.85 it had just rejected a
   good reconstruction. Overlay confirmed it: the "missing" region was speckle inside
   the silhouette, not a wrong shape.

   Now samples 3M points uniformly over the surface, so density is a constant of the
   metric rather than a property of the mesh.

Worth stating plainly: the gate caught a real problem on its first live failure - just
not the one it reported. A quality gate that is itself unvalidated is a liability, and
this one needed the same "measure it, do not reason about it" treatment as the model.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 18:38:36 +10:00

193 lines
8.3 KiB
Python

"""Image -> GLB through the full Pixal3D cascade, with a silhouette check.
Usage: python scripts/image_to_mesh.py IMAGE [-o OUT.glb] [--fov RAD] [--seed N]
The silhouette IoU is the acceptance test: re-project the mesh through the same camera
and compare against the input matte. Pixal3D's entire claim is pixel alignment, so a
run that completes with a poor IoU has failed even though nothing raised.
"""
import argparse
import json
import sys
import time
from pathlib import Path
import mlx.core as mx
import numpy as np
import trimesh
REPO = Path(__file__).resolve().parents[1]
sys.path.insert(0, str(REPO))
from pixal3d_mlx.mesh import PBR_ATTR_LAYOUT, to_camera_frame # noqa: E402
from pixal3d_mlx.models import load_all, normalization # noqa: E402
from pixal3d_mlx.pipeline import DEFAULT_FOV, image_to_mesh # noqa: E402
DEFAULT_IMAGE = REPO / "upstream" / "Pixal3D" / "assets" / "images" / "0_img.png"
def silhouette_iou(mesh_or_vertices, image_path, fov, res=512, samples=3_000_000):
"""Re-project the mesh through the generating camera; IoU against the input matte.
Points are SAMPLED UNIFORMLY OVER THE SURFACE, not taken from the vertex list.
Projecting vertices makes the score depend on tessellation: the same shape scored
0.965 at 227k vertices and 0.790 at 134k, purely because a sparser point cloud
leaves holes inside its own silhouette. That would fail good assets for the crime
of being decimated. Fixed-count surface sampling makes density a constant of the
metric instead of a property of the mesh.
Points MUST be rotated into the camera frame — o_voxel returns geometry in the
voxel-grid frame while ProjGrid rotates its lattice before projecting.
"""
from PIL import Image
from scipy.ndimage import binary_dilation
from pixal3d_mlx.cond import preprocess_image
from pixal3d_mlx.proj import _FRONT_VIEW, distance_from_fov, project_points
img = Image.open(image_path)
if img.mode != "RGBA":
return None
matte = np.asarray(preprocess_image(img).convert("L").resize((res, res))) > 8
if isinstance(mesh_or_vertices, trimesh.Trimesh):
pts3, _ = trimesh.sample.sample_surface(mesh_or_vertices, samples)
else:
pts3 = np.asarray(mesh_or_vertices) # bare vertices: caller accepts the bias
tm = _FRONT_VIEW.copy()
tm[1, 3] = -distance_from_fov(fov, 1.0, res)
pts = to_camera_frame(pts3).astype(np.float32)[None]
px, _, _ = project_points(mx.array(pts), mx.array(tm[None]), fov, res)
px = np.asarray(px)[0].astype(int)
keep = (px[:, 0] >= 0) & (px[:, 0] < res) & (px[:, 1] >= 0) & (px[:, 1] < res)
proj = np.zeros((res, res), bool)
proj[px[keep, 1], px[keep, 0]] = True
proj = binary_dilation(proj, np.ones((3, 3), bool))
return (proj & matte).sum() / (proj | matte).sum(), proj, matte
def gate(mesh, a, info):
"""Silhouette check + non-zero exit. Shared by the textured and geometry paths."""
if a.min_iou <= 0:
return
got = silhouette_iou(mesh, a.image, a.fov)
if got is None:
print("(input has no alpha matte — skipping silhouette check)")
return
iou = float(got[0])
info["silhouette_iou"] = round(iou, 4)
print(f"silhouette IoU {iou:.3f}")
if iou < a.min_iou:
# completing is not succeeding — a run can finish cleanly and still have
# produced a blob that does not match the input at all
print(f"FAIL: IoU {iou:.3f} < {a.min_iou} — not tracking the input")
if a.json:
Path(a.json).write_text(json.dumps(info, indent=2))
sys.exit(1)
def main():
ap = argparse.ArgumentParser()
ap.add_argument("image", nargs="?", default=str(DEFAULT_IMAGE))
ap.add_argument("-o", "--output", default=str(REPO / "output.glb"))
ap.add_argument("--fov", type=float, default=DEFAULT_FOV)
ap.add_argument("--seed", type=int, default=0)
ap.add_argument("--target-faces", type=int, default=100_000,
help="face budget after cleanup; 0 disables decimation")
ap.add_argument("--raw", action="store_true",
help="skip cleanup entirely and export the decoder output as-is")
ap.add_argument("--min-iou", type=float, default=0.85,
help="fail the run below this silhouette IoU; 0 disables the gate")
ap.add_argument("--json", help="write run metadata here")
ap.add_argument("--texture", action="store_true",
help="run the texture stage and bake PBR maps through o_voxel")
ap.add_argument("--texture-size", type=int, default=2048)
ap.add_argument("--baker", choices=("vertex", "uv"), default="vertex",
help="vertex = seconds, base colour only (default); "
"uv = o_voxel unwrap + full PBR maps, but >20min CPU here")
a = ap.parse_args()
t = time.time()
models = load_all(with_texture=a.texture)
print(f"loaded models ({time.time() - t:.1f}s, lazy — weights fault in on first use)")
v, f, info = image_to_mesh(a.image, models, camera_angle_x=a.fov, seed=a.seed,
normalization=normalization("shape"),
tex_normalization=normalization("tex") if a.texture else None,
texture=a.texture)
subs = info.pop("subs", None)
info.pop("hr_slat", None)
tex_voxels = info.pop("tex_voxels", None)
if a.texture and tex_voxels is not None:
# CLEAN BEFORE BAKING. o_voxel's remesh+unwrap on the raw ~8M-face mesh hangs
# (killed at 20min); the trellis2 lane hit the same wall and its operator note
# says the uncapped bake peaks at 75GB. Welding and stripping floaters first
# makes it tractable, and the baker samples the attribute VOLUME at mesh
# positions, so a decimated mesh still gets correct colours.
from pixal3d_mlx.cleanup import clean
from pixal3d_mlx.mesh import bake_vertex_colors, to_glb
t = time.time()
pre, _ = clean(v.cpu().numpy(), f.cpu().numpy(),
target_faces=a.target_faces or 500_000)
print(f" pre-bake {len(pre.faces):,} faces {time.time() - t:6.1f}s")
t = time.time()
if a.baker == "vertex":
mesh, bstat = bake_vertex_colors(pre, tex_voxels, info["output_resolution"])
info["bake"] = bstat
print(f" bake vertex colours, {bstat['hit_rate']:.1%} of vertices hit"
f" {time.time() - t:6.1f}s")
else:
import torch
scene = to_glb(torch.from_numpy(np.asarray(pre.vertices, np.float32)),
torch.from_numpy(np.asarray(pre.faces, np.int32)),
tex_voxels, PBR_ATTR_LAYOUT, info["output_resolution"],
texture_size=a.texture_size,
decimation_target=a.target_faces or 500_000)
mesh = scene if isinstance(scene, trimesh.Trimesh) else scene.dump(concatenate=True)
print(f" bake UV {len(mesh.faces):,} faces, {a.texture_size}px "
f"{time.time() - t:6.1f}s")
info["baker"] = a.baker
mesh.export(a.output)
info["faces"], info["vertices"] = len(mesh.faces), len(mesh.vertices)
print(f"\nTOTAL {info['seconds']}s peak {info['peak_gb']} GB -> {a.output}")
# The gate applies to TEXTURED runs too. Skipping it here would mean the
# textured path — the one most likely to be used for real assets — is the only
# one that can ship a blob silently.
gate(mesh, a, info)
if a.json:
Path(a.json).write_text(json.dumps(info, indent=2))
return
if a.raw:
mesh = trimesh.Trimesh(v.cpu().numpy(), f.cpu().numpy(), process=False)
else:
from pixal3d_mlx.cleanup import clean
t = time.time()
mesh, stats = clean(v.cpu().numpy(), f.cpu().numpy(),
target_faces=a.target_faces or None)
print(f" cleanup {time.time() - t:6.1f}s")
info["cleanup"] = stats
mesh.export(a.output)
info["faces"] = len(mesh.faces)
info["vertices"] = len(mesh.vertices)
print(f"\nTOTAL {info['seconds']}s peak {info['peak_gb']} GB "
f"{len(mesh.faces):,} faces -> {a.output}")
gate(mesh, a, info)
if a.json:
Path(a.json).write_text(json.dumps(info, indent=2))
if __name__ == "__main__":
main()