pixal3d_mrp_mlx/pixal3d_mlx/mesh.py
m3ultra 7624051dbf Fix the UV baker's frame: o_voxel exports rotated
The everything-on job failed the gate at IoU 0.660 on geometry that measures 0.956.
Cause: o_voxel's to_glb applies _BLENDER_ROT on export, (x,y,z) -> (x, z, -y), which
is EXACTLY the inverse of to_camera_frame. So the vertex baker and the UV baker were
returning meshes in different frames and the gate double-rotated the UV one.

Verified numerically: OV == _BLENDER_ROT, and OV @ _BLENDER_ROT.T == I.

to_glb now un-rotates back into the voxel-grid frame and returns a Trimesh, so every
path in mesh.py speaks one frame. After the fix the baked mesh measures IoU 0.883 --
identical to its input -- with bounds matching to 3dp.

That is the THIRD frame bug this session (mesh vertices vs ProjGrid's rotated lattice;
marching_cubes' voxel-index space; now o_voxel's export rotation). None of them throw:
each produces a plausible object that renders fine and silhouettes wrong. The gate
caught all three, which is the argument for having it.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 20:50:41 +10:00

204 lines
8.7 KiB
Python

"""Flexible Dual Grid -> triangle mesh -> GLB, via o_voxel.
The shape decoder emits **7 channels per occupied voxel**, and they are not a
signed-distance field — O-Voxel's Flexible Dual Grid solves a QEF instead, which is
what lets it carry open and non-manifold surfaces that marching cubes cannot:
0:3 vertex offset inside the voxel, `(1+2m)*sigmoid(v) - m` so it may sit
slightly OUTSIDE its own cell (m = voxel_margin = 0.5)
3:6 per-axis intersection flags — logits at inference, thresholded at 0
6:7 quad split weight, through softplus
`o_voxel.convert.flexible_dual_grid_to_mesh` turns those into vertices and faces, and
`o_voxel.postprocess.to_glb` does UV unwrap plus texture baking. Both are native
(C++/Metal) and are NOT ported: o-voxel builds a CPU CppExtension when CUDA is absent,
and the trellis-2 lane on this fleet already runs it with a Metal baker. Reusing that
build is strictly better than reimplementing a QEF solver in MLX.
o_voxel speaks torch, so this module is the MLX->torch boundary for the export path.
"""
from __future__ import annotations
from typing import Tuple
import mlx.core as mx
import numpy as np
import trimesh
# Upstream fixes both: the model always works in a unit cube centred on the origin.
AABB = [[-0.5, -0.5, -0.5], [0.5, 0.5, 0.5]]
# How the texture decoder's 6 channels map to PBR slots (pipeline's pbr_attr_layout).
# o_voxel indexes this dict by name and raises KeyError on any missing slot, so a
# partial layout fails deep inside the baker rather than at the call.
PBR_ATTR_LAYOUT = {
"base_color": slice(0, 3),
"metallic": slice(3, 4),
"roughness": slice(4, 5),
"alpha": slice(5, 6),
}
def _torch(a):
import torch
return torch.from_numpy(np.asarray(a))
def output_resolution(h, upsample_factor: int = 16) -> int:
"""The decoder's OUTPUT grid size, which is what o_voxel needs.
The shape decoder applies four 2x upsamples, so a resolution-64 latent decodes into
a 1024^3 grid. The `resolution` field in the checkpoint config is the decoder's
configured default (256) — upstream overrides it per run via `set_resolution`, so
reading it off the config gives the wrong grid and o_voxel's hashmap then raises an
opaque out-of-bounds deep inside `insert`.
"""
return int(mx.max(h.coords[:, 1:]).item()) // upsample_factor * upsample_factor + upsample_factor
def fdg_to_mesh(h, resolution: int, voxel_margin: float = 0.5) -> Tuple:
"""Shape-decoder output -> (vertices, faces) as torch tensors.
`h` is the decoder's SparseTensor: `h.feats` [N,7], `h.coords` [N,4] with the batch
index in column 0. `resolution` is the OUTPUT grid size (see `output_resolution`),
not the decoder's configured one. Single batch item only, which is all inference
ever produces.
"""
from o_voxel.convert import flexible_dual_grid_to_mesh
hi = int(mx.max(h.coords[:, 1:]).item())
if hi >= resolution:
raise ValueError(
f"coords reach {hi} but grid_size={resolution}; pass the decoder's OUTPUT "
f"resolution (input_res * 16), not its configured default"
)
feats = h.feats
m = voxel_margin
vertices = (1 + 2 * m) * mx.sigmoid(feats[..., 0:3]) - m
intersected = feats[..., 3:6] > 0 # logits -> bool at inference
quad_lerp = mx.logaddexp(feats[..., 6:7], mx.zeros_like(feats[..., 6:7])) # softplus
v, f = flexible_dual_grid_to_mesh(
_torch(h.coords[:, 1:]).int(),
_torch(vertices).float(),
_torch(intersected).bool(),
_torch(quad_lerp).float(),
aabb=AABB,
grid_size=resolution,
train=False,
)
return v, f
def bake_vertex_colors(mesh, tex_voxels, resolution: int,
attr_layout: dict | None = None):
"""Sample the PBR attribute volume at each vertex -> COLOR_0. Seconds, not minutes.
The UV path (`to_glb`) runs o_voxel's unwrap+bake, which on this CPU/Metal build
burned >20 minutes of CPU on a 214k-face mesh even with remesh disabled — xatlas
scales badly and 214k is the decimation floor, so it cannot simply be fed less.
The trellis-2 lane reached the same conclusion and ships `--baker vertex` as its
fast path for exactly this reason.
Vertex colours lose the metallic/roughness maps — base colour only — but they are
correct, immediate, and enough to see the asset. Positions map to voxel indices by
the same linear aabb relation `fdg_to_mesh` used, so no resampling is involved.
"""
import trimesh
layout = attr_layout or PBR_ATTR_LAYOUT
coords = np.asarray(tex_voxels.coords[:, 1:])
attrs = np.asarray(tex_voxels.feats)
lo, hi = np.array(AABB[0]), np.array(AABB[1])
v = np.asarray(mesh.vertices)
idx = np.floor((v - lo) / (hi - lo) * resolution).astype(np.int64)
idx = np.clip(idx, 0, resolution - 1)
# hash voxel coords -> row, then look each vertex up; unmatched vertices keep grey
key = (coords[:, 0].astype(np.int64) * resolution + coords[:, 1]) * resolution + coords[:, 2]
order = np.argsort(key)
key_sorted = key[order]
q = (idx[:, 0] * resolution + idx[:, 1]) * resolution + idx[:, 2]
pos = np.searchsorted(key_sorted, q)
pos = np.clip(pos, 0, len(key_sorted) - 1)
hit = key_sorted[pos] == q
base = layout["base_color"]
rgb = np.full((len(v), 3), 0.5, np.float32)
rgb[hit] = attrs[order[pos[hit]], base]
colors = np.concatenate([np.clip(rgb, 0, 1), np.ones((len(v), 1), np.float32)], 1)
out = trimesh.Trimesh(mesh.vertices, mesh.faces, process=False)
out.visual = trimesh.visual.ColorVisuals(out, vertex_colors=(colors * 255).astype(np.uint8))
return out, {"vertices_coloured": int(hit.sum()), "vertices_total": len(v),
"hit_rate": round(float(hit.mean()), 4)}
def to_glb(vertices, faces, tex_voxels, attr_layout: dict, resolution: int,
texture_size: int = 4096, decimation_target: int = 1_000_000,
prefer_metal: bool = True, remesh: bool = False):
"""Bake the texture voxels onto the mesh and return a trimesh GLB scene.
`tex_voxels` is the texture decoder's SparseTensor (attrs in `.feats`, positions in
`.coords`). `attr_layout` maps PBR channel names to slices of that feature vector.
"""
try:
if not prefer_metal:
raise ImportError
from o_voxel import postprocess as pp
except ImportError:
from o_voxel import postprocess_cpu as pp
scene = pp.to_glb(
vertices=vertices,
faces=faces,
attr_volume=_torch(tex_voxels.feats).float(),
coords=_torch(tex_voxels.coords[:, 1:]).int(),
attr_layout=attr_layout,
grid_size=resolution,
aabb=AABB,
decimation_target=decimation_target,
texture_size=texture_size,
# `remesh` defaults OFF here, unlike upstream. Upstream runs on CUDA; this
# build is the CPU/Metal one and its remesher took >20 minutes on a 214k-face
# mesh before being killed. We also hand it an already-welded, floater-free,
# decimated mesh, so the remesh has much less to fix than it would upstream.
remesh=remesh, remesh_band=1, remesh_project=0,
)
# o_voxel EXPORTS ROTATED: it applies _BLENDER_ROT, i.e. (x,y,z) -> (x, z, -y),
# which is exactly the inverse of `to_camera_frame`. Left alone, the vertex baker
# and the UV baker return meshes in DIFFERENT frames, and the silhouette gate
# double-rotates the UV one — it scored 0.660 on geometry that measures 0.956.
# Rotate back so every path in this module speaks the voxel-grid frame; the export
# rotation is then applied once, deliberately, at the very end if wanted.
from .proj import _BLENDER_ROT
mesh = scene if isinstance(scene, trimesh.Trimesh) else scene.dump(concatenate=True)
mesh.vertices = np.asarray(mesh.vertices) @ _BLENDER_ROT.T
return mesh
# Upstream rotates the asset out of its internal frame on the way out (inference.py).
EXPORT_ROTATION = np.array([[-1, 0, 0, 0],
[0, 0, -1, 0],
[0, -1, 0, 0],
[0, 0, 0, 1]], dtype=np.float64)
def to_camera_frame(vertices):
"""Mesh vertices -> the frame `proj.project_points` expects.
THE GOTCHA: o_voxel returns vertices in the VOXEL GRID's frame — a linear map from
integer coords into the aabb. `ProjGrid` rotates its lattice by `_BLENDER_ROT`
BEFORE projecting, so mesh vertices must be rotated the same way to be compared
against the source image. Skipping this does not throw; it silently reprojects a
rotated object, which reads as a plausible-looking blob with a halo. It cost a
wrong diagnosis here: a correct 0.969 silhouette IoU measured as 0.640.
"""
from .proj import _BLENDER_ROT
return np.asarray(vertices) @ _BLENDER_ROT.T