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	| import gradio as gr | |
| with gr.Blocks(delete_cache=(600, 600)) as demo: | |
| gr.Markdown("# π¨ SeqTex: Generate Mesh Textures in Video Sequence") | |
| gr.Markdown(""" | |
| ## π Welcome to SeqTex! | |
| **SeqTex** is a cutting-edge AI system that generates high-quality textures for 3D meshes using image prompts (here we use image generator to get them from textual prompts). | |
| Choose to either **try our example models** below or **upload your own 3D mesh** to create stunning textures. | |
| """) | |
| gr.Markdown("---") | |
| gr.Markdown("## π§ Step 1: Upload & Process 3D Mesh") | |
| gr.Markdown(""" | |
| **π How to prepare your 3D mesh:** | |
| - Upload your 3D mesh in **.obj** or **.glb** format | |
| - **π‘ Pro Tip**: | |
| - For optimal results, ensure your mesh includes only one part with <span style="color:#e74c3c; font-weight:bold;">UV parameterization</span> | |
| - Otherwise, we'll combine all parts and generate UV parameterization using *xAtlas* (may take longer for high-poly meshes; may also fail for certain meshes) | |
| - **β οΈ Important**: We recommend adjusting your model using *Mesh Orientation Adjustments* to be **Z-UP oriented** for best results | |
| """) | |
| position_map_tensor_path = gr.State() | |
| normal_map_tensor_path = gr.State() | |
| position_images_tensor_path = gr.State() | |
| normal_images_tensor_path = gr.State() | |
| mask_images_tensor_path = gr.State() | |
| w2c_tensor_path = gr.State() | |
| mesh = gr.State() | |
| mvp_matrix_tensor_path = gr.State() | |
| # fixed_texture_map = Image.open("image.webp").convert("RGB") | |
| # Step 1 | |
| with gr.Row(): | |
| with gr.Column(): | |
| mesh_upload = gr.File(label="π Upload 3D Mesh", file_types=[".obj", ".glb"]) | |
| # uv_tool = gr.Radio(["xAtlas", "UVAtlas"], label="UV parameterizer", value="xAtlas") | |
| gr.Markdown("**π Mesh Orientation Adjustments** (if needed):") | |
| y2z = gr.Checkbox(label="Y β Z Transform", value=False, info="Rotate: Y becomes Z, -Z becomes Y") | |
| y2x = gr.Checkbox(label="Y β X Transform", value=False, info="Rotate: Y becomes X, -X becomes Y") | |
| z2x = gr.Checkbox(label="Z β X Transform", value=False, info="Rotate: Z becomes X, -X becomes Z") | |
| upside_down = gr.Checkbox(label="π Flip Vertically", value=False, info="Fix upside-down mesh orientation") | |
| step1_button = gr.Button("π Process Mesh & Generate Views", variant="primary") | |
| step1_progress = gr.Textbox(label="π Processing Status", interactive=False) | |
| with gr.Column(): | |
| model_input = gr.Model3D(label="π Processed 3D Model", height=500) | |
| with gr.Row(equal_height=True): | |
| rgb_views = gr.Image(label="π· Generated Views", type="pil", scale=3) | |
| position_map = gr.Image(label="πΊοΈ Position Map", type="pil", scale=1) | |
| normal_map = gr.Image(label="π§ Normal Map", type="pil", scale=1) | |
| # Step 2 | |
| gr.Markdown("---") | |
| gr.Markdown("## ποΈ Step 2: Select View & Generate Image Condition") | |
| gr.Markdown(""" | |
| **π How to generate image condition:** | |
| - Your mesh will be rendered from **four viewpoints** (front, back, left, right) | |
| - Choose **one view** as your image condition | |
| - Enter a **descriptive text prompt** for the desired texture | |
| - Select your preferred AI model: | |
| - <span style="color:#27ae60; font-weight:bold;">π― SDXL</span>: Fast generation with depth + normal control, better details (often suffer from wrong highlights) | |
| - <span style="color:#3498db; font-weight:bold;">β‘ FLUX</span>: ~~High-quality generation with depth control (slower due to CPU offloading). Better work with **Edge Refinement**~~ (Not supported due to the memory limit of HF Space. You can try it locally) | |
| """) | |
| with gr.Row(): | |
| with gr.Column(): | |
| img_condition_seed = gr.Number(label="π² Random Seed", minimum=0, maximum=9999, step=1, value=42, info="Change for different results") | |
| selected_view = gr.Radio(["First View", "Second View", "Third View", "Fourth View"], label="π Camera View", value="First View", info="Choose which viewpoint to use as reference") | |
| with gr.Row(): | |
| # model_choice = gr.Radio(["SDXL", "FLUX"], label="π€ AI Model", value="SDXL", info="SDXL: Fast, depth+normal control | FLUX: High-quality, slower processing") | |
| model_choice = gr.Radio(["SDXL"], label="π€ AI Model", value="SDXL", info="SDXL: Fast, depth+normal control | FLUX: High-quality, slower processing (Not supported due to the memory limit of HF Space)") | |
| edge_refinement = gr.Checkbox(label="β¨ Edge Refinement", value=True, info="Smooth boundary artifacts (recommended for delightning highlights in the boundary)") | |
| text_prompt = gr.Textbox(label="π¬ Texture Description", placeholder="Describe the desired texture appearance (e.g., 'rustic wooden surface with weathered paint')", lines=2) | |
| step2_button = gr.Button("π― Generate Image Condition", variant="primary") | |
| step2_progress = gr.Textbox(label="π Generation Status", interactive=False) | |
| with gr.Column(): | |
| condition_image = gr.Image(label="πΌοΈ Generated Image Condition", type="pil") # , interactive=False | |
| # Step 3 | |
| gr.Markdown("---") | |
| gr.Markdown("## π¨ Step 3: Generate Final Texture") | |
| gr.Markdown(""" | |
| **π How to generate final texture:** | |
| - The **SeqTex pipeline** will create a complete texture map for your model | |
| - View the results from multiple angles and download your textured 3D model (the viewport is a little bit dark) | |
| """) | |
| texture_map_tensor_path = gr.State() | |
| with gr.Row(): | |
| with gr.Column(scale=1): | |
| step3_button = gr.Button("π¨ Generate Final Texture", variant="primary") | |
| step3_progress = gr.Textbox(label="π Texture Generation Status", interactive=False) | |
| texture_map = gr.Image(label="π Generated Texture Map", interactive=False) | |
| with gr.Column(scale=2): | |
| rendered_imgs = gr.Image(label="πΌοΈ Final Rendered Views") | |
| mv_branch_imgs = gr.Image(label="πΌοΈ SeqTex Direct Output") | |
| with gr.Column(scale=1.5): | |
| model_display = gr.Model3D(label="π Final Textured Model", height=500) | |
| demo.launch() | |

