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>
20 lines
284 B
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20 lines
284 B
Plaintext
.venv
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upstream/
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ckpt/
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weights/
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__pycache__/
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*.pyc
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pixal3d_geometry.glb
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mesh_silhouette.png
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silhouette_check.png
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pixal3d_geometry.glb
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mesh_silhouette.png
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silhouette_check.png
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output.glb
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pixal3d_cascade.glb
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cascade_silhouette.png
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clean_20k.glb
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clean_floor.glb
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remeshed.glb
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remesh_*.glb
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