feat: Implement weight cutout boundary smoothing for image depth cutout

- Added a new proposal for boundary smoothing in the weight cutout process, differentiating between Split edges and Outline smoothing requirements.
- Introduced a new capability `cutout-boundary-smoothing` to control smoothing strength and default values.
- Updated specifications to define the behavior of boundary-specific smoothing strength and default settings.
- Created tasks to verify the implementation of boundary behavior and asset updates.
- Developed comprehensive tests for depth symmetry and normal scaling to ensure expected behavior and performance.
- Introduced new attributes for normal mapping to facilitate persistent face attributes sharing between depth symmetry and image materials.
- Built a new node group for O Image Depth Symmetry, integrating the new smoothing capabilities and ensuring compatibility with existing workflows.
This commit is contained in:
2026-09-14 12:44:20 +08:00
parent 09778c4b48
commit dc000e50b1
53 changed files with 1350 additions and 364 deletions

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@@ -1,4 +1,4 @@
"""Calibrate metric reference depth and the Depth Balloon base plane."""
"""Calibrate metric reference depth and the Depth Symmetry base plane."""
PLANE_VARIANCE_FLOOR_RATIO = 0.025
DEPTH_REFERENCE_PERCENTILE = 95.0
@@ -122,7 +122,7 @@ def _stable_plane(coordinates, values):
return plane
def depth_balloon_projection_parameters(
def depth_symmetry_projection_parameters(
vertices,
vertex_uv,
camera_depth,
@@ -135,15 +135,15 @@ def depth_balloon_projection_parameters(
vertices = np.asarray(vertices, dtype=np.float32)
uv = np.asarray(vertex_uv, dtype=np.float32)
if vertices.ndim != 2 or vertices.shape[1] != 3:
raise ValueError("Depth Balloon vertices must have three components")
raise ValueError("Depth Symmetry vertices must have three components")
if uv.shape != (len(vertices), 2):
raise ValueError("Depth Balloon UV coordinates do not match its vertices")
raise ValueError("Depth Symmetry UV coordinates do not match its vertices")
camera_depth = np.asarray(camera_depth, dtype=np.float32)
valid = np.asarray(valid, dtype=bool)
if valid.shape != camera_depth.shape:
raise ValueError("Depth Balloon depth and mask dimensions do not match")
raise ValueError("Depth Symmetry depth and mask dimensions do not match")
if not uniform_scale > 0.0:
raise ValueError("Depth Balloon Uniform Scale must be positive")
raise ValueError("Depth Symmetry Uniform Scale must be positive")
height, width = camera_depth.shape
sample_x = uv[:, 0] * max(width - 1, 0)
sample_y = (1.0 - uv[:, 1]) * max(height - 1, 0)
@@ -155,7 +155,7 @@ def depth_balloon_projection_parameters(
sample_y,
)
if not usable.any():
raise ValueError("MoGe-2 found no valid Depth Balloon samples")
raise ValueError("MoGe-2 found no valid Depth Symmetry samples")
local_coordinates = vertices[:, :2]
metric_depth = sampled[usable] * float(uniform_scale)
plane = _stable_plane(local_coordinates[usable], metric_depth)

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@@ -6,7 +6,7 @@ from .shape import CUTOUT_SHAPE_LABELS
CUTOUT_SHAPE_BUTTONS = (
("FLAT", "MESH_GRID"),
("SOLID", "MESH_UVSPHERE"),
("DEPTH_BALLOON", "META_BALL"),
("DEPTH_SYMMETRY", "META_BALL"),
("DEPTH_SOLID", "SURFACE_NCURVE"),
)

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@@ -5,10 +5,7 @@ from enum import StrEnum
import bpy
from ...common.depth import camera_depth_values, depth_uniform_scale
from ...common.material import (
IMAGE_MATERIAL_NODE_GROUP_NAME,
create_image_material,
)
from ...common.material import create_image_material
from ...common.object import (
finalize_object_result,
modifier_input_identifier,
@@ -18,7 +15,7 @@ from ...common.node import load_node_group
from .depth_calibration import (
DEFAULT_DEPTH_BASELINE,
DEFAULT_DEPTH_DIRECTION,
depth_balloon_projection_parameters,
depth_symmetry_projection_parameters,
metric_depth_reference,
use_adaptive_depth_calibration,
)
@@ -31,7 +28,6 @@ from .geometry import (
)
from .shape import (
BALLOON_ATTRIBUTE_NAME,
NORMAL_SCALE_ATTRIBUTE_NAME,
CUTOUT_NODE_GROUP_NAMES,
DEPTH_CUTOUT_SHAPES,
)
@@ -75,24 +71,6 @@ def load_cutout_node_group(shape):
return load_node_group(CUTOUT_NODE_GROUP_NAMES[shape])
def _connect_cutout_normal_scale(material):
nodes = material.node_tree.nodes
image_layer = next(
node
for node in nodes
if node.bl_idname == "ShaderNodeGroup"
and node.node_tree is not None
and node.node_tree.name == IMAGE_MATERIAL_NODE_GROUP_NAME
)
attribute = nodes.new("ShaderNodeAttribute")
attribute.attribute_type = "GEOMETRY"
attribute.attribute_name = NORMAL_SCALE_ATTRIBUTE_NAME
attribute.location = (-550.0, -250.0)
material.node_tree.links.new(
attribute.outputs["Fac"], image_layer.inputs["Normal Scale"]
)
def create_shape_object(
context,
source_object,
@@ -143,7 +121,6 @@ def create_shape_object(
scene=context.scene,
)
depth_reference = None
_connect_cutout_normal_scale(material)
uniform_scale = None
depth_direction = None
if shape in DEPTH_CUTOUT_SHAPES:
@@ -161,7 +138,7 @@ def create_shape_object(
)
if not use_adaptive_depth_calibration(transparent_fraction):
depth_reference = DEFAULT_DEPTH_BASELINE
if shape == "DEPTH_BALLOON":
if shape == "DEPTH_SYMMETRY":
depth_direction = DEFAULT_DEPTH_DIRECTION
elif shape == "DEPTH_SOLID":
depth_reference = metric_depth_reference(
@@ -170,7 +147,7 @@ def create_shape_object(
uniform_scale,
)
else:
depth_reference, depth_direction = depth_balloon_projection_parameters(
depth_reference, depth_direction = depth_symmetry_projection_parameters(
base_shape.vertices,
base_shape.uv,
camera_depth,
@@ -222,7 +199,7 @@ def create_shape_object(
),
value,
)
if shape in {"FLAT", "SOLID", "DEPTH_SOLID"} and gesture == "POLYLINE":
if gesture == "POLYLINE" and shape != "DEPTH_SYMMETRY":
set_modifier_input(
modifier,
modifier_input_identifier(node_group, "Mode"),
@@ -246,7 +223,7 @@ def create_shape_object(
modifier_input_identifier(node_group, name),
value,
)
if shape == "DEPTH_BALLOON":
if shape == "DEPTH_SYMMETRY":
set_modifier_input(
modifier,
modifier_input_identifier(node_group, "Depth Direction"),

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@@ -74,7 +74,7 @@ _HIDDEN = {"HIDDEN", "SKIP_SAVE"}
def normal_mode_for_shape(shape, generate_normal):
if shape == "DEPTH_SOLID":
return NormalMode.OBJECT
if shape == "DEPTH_BALLOON":
if shape == "DEPTH_SYMMETRY":
return NormalMode.TANGENT
if not generate_normal:
return NormalMode.NONE
@@ -82,7 +82,7 @@ def normal_mode_for_shape(shape, generate_normal):
def shape_uses_depth(shape):
return shape in {"DEPTH_SOLID", "DEPTH_BALLOON"}
return shape in {"DEPTH_SOLID", "DEPTH_SYMMETRY"}
def create_cutout_shape(

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@@ -1,7 +1,7 @@
"""Cutout Shape identifiers shared by runtime and node-asset tools."""
BALLOON_ATTRIBUTE_NAME = "o_balloon"
NORMAL_SCALE_ATTRIBUTE_NAME = "o_normal_scale"
NORMAL_REDUCTION_ATTRIBUTE_NAME = "o_normal_reduction"
CUTOUT_Z_TO_X = (
(0.0, 0.0, -1.0, 0.0),
(-1.0, 0.0, 0.0, 0.0),
@@ -11,14 +11,14 @@ CUTOUT_Z_TO_X = (
CUTOUT_NODE_GROUP_NAMES = {
"FLAT": "O Image Cutout",
"SOLID": "O Image Cutout",
"DEPTH_BALLOON": "O Image Depth Balloon",
"DEPTH_SYMMETRY": "O Image Depth Symmetry",
"DEPTH_SOLID": "O Image Depth Cutout",
}
CUTOUT_SHAPE_LABELS = {
"FLAT": "Flat",
"SOLID": "Solid",
"DEPTH_BALLOON": "Depth Balloon",
"DEPTH_SYMMETRY": "Depth Symmetry",
"DEPTH_SOLID": "Depth Solid",
}
CUTOUT_SHAPES = frozenset(CUTOUT_NODE_GROUP_NAMES)
DEPTH_CUTOUT_SHAPES = frozenset({"DEPTH_BALLOON", "DEPTH_SOLID"})
DEPTH_CUTOUT_SHAPES = frozenset({"DEPTH_SYMMETRY", "DEPTH_SOLID"})

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@@ -212,7 +212,7 @@ def cutout_generate_normal_property():
name="Normal Map",
description=(
"Generate a normal map to add surface detail under lighting for Flat and Solid shapes. "
"Depth Solid and Depth Balloon always generate normal maps."
"Depth Solid and Depth Symmetry always generate normal maps."
),
default=False,
)