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holodeck.py
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holodeck.py
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import os
import json
import datetime
import open_clip
from tqdm import tqdm
from langchain.llms import OpenAI
from sentence_transformers import SentenceTransformer
from modules.rooms import FloorPlanGenerator
from modules.walls import WallGenerator
from modules.doors import DoorGenerator
from modules.windows import WindowGenerator
from modules.object_selector import ObjectSelector
from modules.floor_objects import FloorObjectGenerator
from modules.wall_objects import WallObjectGenerator
from modules.ceiling_objects import CeilingObjectGenerator
from modules.small_objects import SmallObjectGenerator
from modules.lights import generate_lights
from modules.skybox import getSkybox
from modules.layers import map_asset2layer
from modules.objaverse_retriever import ObjaverseRetriever
from modules.utils import get_top_down_frame, room_video
class Holodeck():
def __init__(self, openai_api_key, objaverse_version, objaverse_asset_dir, single_room):
os.environ["OPENAI_API_KEY"] = openai_api_key
# initialize llm
self.llm = OpenAI(model_name="gpt-4-1106-preview", max_tokens=2048)
self.llm_fast = OpenAI(model_name="gpt-3.5-turbo", max_tokens=2048)
# initialize CLIP
self.clip_model, _, self.clip_preprocess = open_clip.create_model_and_transforms('ViT-L-14', pretrained='laion2b_s32b_b82k')
self.clip_tokenizer = open_clip.get_tokenizer('ViT-L-14')
# initialize sentence transformer
self.sbert_model = SentenceTransformer('all-mpnet-base-v2')
# objaverse version and asset dir
self.objaverse_version = objaverse_version
self.objaverse_asset_dir = objaverse_asset_dir
# initialize modules
self.retrieval_threshold = 28
self.object_retriever = ObjaverseRetriever(self.clip_model, self.clip_preprocess, self.clip_tokenizer, self.sbert_model, self.objaverse_version, self.retrieval_threshold)
self.floor_generator = FloorPlanGenerator(self.clip_model, self.clip_preprocess, self.clip_tokenizer, self.llm)
self.wall_generator = WallGenerator(self.llm)
self.door_generator = DoorGenerator(self.clip_model, self.clip_preprocess, self.clip_tokenizer, self.llm)
self.window_generator = WindowGenerator(self.llm)
self.object_selector = ObjectSelector(self.object_retriever, self.llm)
self.floor_object_generator = FloorObjectGenerator(self.llm, self.object_retriever)
self.wall_object_generator = WallObjectGenerator(self.llm, self.object_retriever)
self.ceiling_generator = CeilingObjectGenerator(self.llm, self.object_retriever)
self.small_object_generator = SmallObjectGenerator(self.llm, self.object_retriever, self.objaverse_version)
# additional requirements
single_room_requirements = "I only need one room"
if single_room: self.additional_requirements_room = single_room_requirements
else: self.additional_requirements_room = "N/A"
self.additional_requirements_door = "N/A"
self.additional_requirements_window = "Only one wall of each room should have windows"
self.additional_requirements_object = "N/A"
self.additional_requirements_ceiling = "N/A"
def get_empty_scene(self):
with open("modules/empty_house.json", "r") as f:
scene = json.load(f)
return scene
def empty_house(self, scene):
scene["rooms"] = []
scene["walls"] = []
scene["doors"] = []
scene["windows"] = []
scene["objects"] = []
scene["proceduralParameters"]["lights"] = []
return scene
def generate_rooms(self, scene, additional_requirements_room, used_assets=[]):
self.floor_generator.used_assets = used_assets
rooms = self.floor_generator.generate_rooms(scene, additional_requirements_room)
scene["rooms"] = rooms
return scene
def generate_walls(self, scene):
wall_height, walls = self.wall_generator.generate_walls(scene)
scene["wall_height"] = wall_height
scene["walls"] = walls
return scene
def generate_doors(self, scene, additional_requirements_door="N/A", used_assets=[]):
self.door_generator.used_assets = used_assets
# generate doors
raw_doorway_plan, doors, room_pairs, open_room_pairs = self.door_generator.generate_doors(scene, additional_requirements_door)
scene["raw_doorway_plan"] = raw_doorway_plan
scene["doors"] = doors
scene["room_pairs"] = room_pairs
scene["open_room_pairs"] = open_room_pairs
# update walls
updated_walls, open_walls = self.wall_generator.update_walls(scene["walls"], open_room_pairs)
scene["walls"] = updated_walls
scene["open_walls"] = open_walls
return scene
def generate_windows(self, scene, additional_requirements_window="I want to install windows to only one wall of each room", used_assets=[]):
self.window_generator.used_assets = used_assets
raw_window_plan, walls, windows = self.window_generator.generate_windows(scene, additional_requirements_window)
scene["raw_window_plan"] = raw_window_plan
scene["windows"] = windows
scene["walls"] = walls
return scene
def select_objects(self, scene, additional_requirements_object, used_assets=[]):
self.object_selector.used_assets = used_assets
object_selection_plan, selected_objects = self.object_selector.select_objects(scene, additional_requirements_object)
scene["object_selection_plan"] = object_selection_plan
scene["selected_objects"] = selected_objects
return scene
def generate_ceiling_objects(self, scene, additional_requirements_ceiling="N/A"):
raw_ceiling_plan, ceiling_objects = self.ceiling_generator.generate_ceiling_objects(scene, additional_requirements_ceiling)
scene["ceiling_objects"] = ceiling_objects
scene["raw_ceiling_plan"] = raw_ceiling_plan
return scene
def generate_small_objects(self, scene, used_assets=[]):
self.small_object_generator.used_assets = used_assets
controller = self.small_object_generator.start_controller(scene, self.objaverse_asset_dir)
event = controller.reset()
receptacle_ids = [obj["objectId"] for obj in event.metadata["objects"] if obj["receptacle"] and "___" not in obj["objectId"]]
if "Floor" in receptacle_ids: receptacle_ids.remove("Floor")
try:
small_objects, receptacle2small_objects = self.small_object_generator.generate_small_objects(scene, controller, receptacle_ids)
scene["small_objects"] = small_objects
scene["receptacle2small_objects"] = receptacle2small_objects
except:
scene["small_objects"] = []
print("Failed to generate small objects")
controller.stop() # stop controller to avoid memory leak
return scene
def change_ceiling_material(self, scene):
first_wall_material = scene["rooms"][0]["wallMaterial"]
scene["proceduralParameters"]["ceilingMaterial"] = first_wall_material
return scene
def generate_scene(self, scene, query, save_dir, used_assets=[], add_ceiling=False, generate_image=True, generate_video=False, add_time=True, use_constraint=True, random_selection=False, use_milp=False):
# initialize scene
query = query.replace("_", " ")
scene["query"] = query
# empty house
scene = self.empty_house(scene)
# generate rooms
scene = self.generate_rooms(scene, additional_requirements_room=self.additional_requirements_room, used_assets=used_assets)
# generate walls
scene = self.generate_walls(scene)
# generate doors
scene = self.generate_doors(scene, additional_requirements_door=self.additional_requirements_door, used_assets=used_assets)
# generate windows
scene = self.generate_windows(scene, additional_requirements_window=self.additional_requirements_window, used_assets=used_assets)
# select objects
self.object_selector.random_selection = random_selection
scene = self.select_objects(scene, additional_requirements_object=self.additional_requirements_object, used_assets=used_assets)
# generate floor objects
self.floor_object_generator.use_milp = use_milp
scene["floor_objects"] = self.floor_object_generator.generate_objects(scene, use_constraint=use_constraint)
# generate wall objects
scene["wall_objects"] = self.wall_object_generator.generate_wall_objects(scene, use_constraint=use_constraint)
# combine floor and wall objects
scene["objects"] = scene["floor_objects"] + scene["wall_objects"]
# generate small objects
scene = self.generate_small_objects(scene, used_assets=used_assets)
scene["objects"] += scene["small_objects"]
# generate ceiling objects
if add_ceiling:
scene = self.generate_ceiling_objects(scene, additional_requirements_ceiling=self.additional_requirements_ceiling)
scene["objects"] += scene["ceiling_objects"]
# generate lights
lights = generate_lights(scene)
scene["proceduralParameters"]["lights"] = lights
# assign layers
scene = map_asset2layer(scene)
# assign skybox
scene = getSkybox(scene)
# change ceiling material
scene = self.change_ceiling_material(scene)
# create folder
query_name = query.replace(" ", "_").replace("'", "")[:30]
create_time = str(datetime.datetime.now()).replace(" ", "-").replace(":", "-").replace(".", "-")
if add_time: folder_name = f"{query_name}-{create_time}" # query name + time
else: folder_name = query_name # query name only
os.makedirs(f"{save_dir}/{folder_name}", exist_ok=True)
with open(f"{save_dir}/{folder_name}/{query_name}.json", "w") as f:
json.dump(scene, f, indent=4)
# save top down image
if generate_image:
top_image = get_top_down_frame(scene, self.objaverse_asset_dir, 1024, 1024)
top_image.show()
top_image.save(f"{save_dir}/{folder_name}/{query_name}.png")
# save video
if generate_video:
scene["objects"] = scene["floor_objects"] + scene["wall_objects"] + scene["small_objects"]
final_video = room_video(scene, self.objaverse_asset_dir, 1024, 1024)
final_video.write_videofile(f"{save_dir}/{folder_name}/{query_name}.mp4", fps=30)
return scene
def generate_variants(self, query, original_scene, save_dir="data/scenes", number_of_variants=5, used_assets=[]):
self.object_selector.reuse_selection = False # force the selector to retrieve different assets
# create the list of used assets
used_assets += [obj["assetId"] for obj in original_scene["objects"] + original_scene["windows"] + original_scene["doors"]]
used_assets += [room["floorMaterial"]["name"] for room in original_scene["rooms"]]
used_assets += [wall["material"]["name"] for wall in original_scene["walls"]]
used_assets = list(set(used_assets))
variant_scenes = []
for i in tqdm(range(number_of_variants)):
variant_scene = self.generate_scene(original_scene.copy(), query, save_dir, used_assets, generate_image=True, generate_video=False, add_time=True)
variant_scenes.append(variant_scene)
used_assets += [obj["assetId"] for obj in variant_scene["objects"] + variant_scene["windows"] + variant_scene["doors"]]
used_assets += [room["floorMaterial"]["name"] for room in variant_scene["rooms"]]
used_assets += [wall["material"]["name"] for wall in variant_scene["walls"]]
used_assets = list(set(used_assets))
return variant_scenes
def ablate_placement(self, scene, query, save_dir, used_assets=[], add_ceiling=False, generate_image=True, generate_video=False, add_time=True, use_constraint=False, constraint_type="llm"):
# place floor objects
if use_constraint: self.floor_object_generator.constraint_type = constraint_type # ablate the constraint types
scene["floor_objects"] = self.floor_object_generator.generate_objects(scene, use_constraint=use_constraint)
if len(scene["floor_objects"]) == 0:
print("No object is placed, skip this scene")
return None # if no object is placed, return None
# place wall objects
if use_constraint: self.wall_object_generator.constraint_type = constraint_type
scene["wall_objects"] = self.wall_object_generator.generate_wall_objects(scene, use_constraint=use_constraint)
# combine floor and wall objects
scene["objects"] = scene["floor_objects"] + scene["wall_objects"]
# generate small objects
scene = self.generate_small_objects(scene, used_assets=used_assets)
scene["objects"] += scene["small_objects"]
# assign layers
scene = map_asset2layer(scene)
# take the first 30 characters of the query as the folder name
query_name = query.replace(" ", "_").replace("'", "")[:30]
create_time = str(datetime.datetime.now()).replace(" ", "-").replace(":", "-").replace(".", "-")
if add_time: folder_name = f"{query_name}-{create_time}" # query name + time
else: folder_name = query_name # query name only
os.makedirs(f"{save_dir}/{folder_name}", exist_ok=True)
with open(f"{save_dir}/{folder_name}/{query_name}.json", "w") as f:
json.dump(scene, f, indent=4)
# save top down image
if generate_image:
top_image = get_top_down_frame(scene, self.objaverse_asset_dir, 1024, 1024)
top_image.show()
top_image.save(f"{save_dir}/{folder_name}/{query_name}.png")
return scene