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Update app.py
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app.py
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@@ -1,3 +1,4 @@
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import os
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import tempfile
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import torch
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@@ -6,23 +7,239 @@ import gradio as gr
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from PIL import Image
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import cv2
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from diffusers import DiffusionPipeline
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def generate_and_process_map(prompt: str) -> str | None:
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"""Generate satellite image from prompt and convert to 3D model
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try:
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# Set dimensions
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width = height = 1024
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# Generate random seed
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@@ -46,19 +263,19 @@ def generate_and_process_map(prompt: str) -> str | None:
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# Convert PIL Image to OpenCV format
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cv_image = cv2.cvtColor(np.array(generated_image), cv2.COLOR_RGB2BGR)
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# Initialize
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generator =
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# Process image
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print("Segmenting image...")
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segmented_img = generator.
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print("Estimating heights...")
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height_map = generator.
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# Generate mesh
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print("Generating mesh...")
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mesh = generator.
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# Export to GLB
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temp_dir = tempfile.mkdtemp()
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@@ -75,8 +292,8 @@ def generate_and_process_map(prompt: str) -> str | None:
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# Create Gradio interface
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with gr.Blocks() as demo:
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gr.Markdown("# Text to Map")
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gr.Markdown("Generate 3D maps from text descriptions using FLUX and mesh generation.")
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with gr.Row():
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prompt_input = gr.Text(
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@@ -102,4 +319,19 @@ with gr.Blocks() as demo:
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)
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if __name__ == "__main__":
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demo.queue().launch()
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# text_to_map_app.py
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import os
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import tempfile
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import torch
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from PIL import Image
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import cv2
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from diffusers import DiffusionPipeline
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import cupy as cp
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from cupyx.scipy.ndimage import label as cp_label
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from cupyx.scipy.ndimage import binary_dilation
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from sklearn.cluster import DBSCAN
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import trimesh
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class GPUSatelliteModelGenerator:
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def __init__(self, building_height=0.05):
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self.building_height = building_height
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# Move color arrays to GPU using cupy
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self.shadow_colors = cp.array([
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[31, 42, 76],
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[58, 64, 92],
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[15, 27, 56],
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[21, 22, 50],
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[76, 81, 99]
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])
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self.road_colors = cp.array([
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[187, 182, 175],
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[138, 138, 138],
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[142, 142, 129],
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[202, 199, 189]
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])
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self.water_colors = cp.array([
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[167, 225, 217],
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[67, 101, 97],
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[53, 83, 84],
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[47, 94, 100],
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[73, 131, 135]
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])
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# Convert reference colors to HSV on GPU
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self.shadow_colors_hsv = cp.asarray(cv2.cvtColor(
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self.shadow_colors.get().reshape(-1, 1, 3).astype(np.uint8),
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cv2.COLOR_RGB2HSV
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).reshape(-1, 3))
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self.road_colors_hsv = cp.asarray(cv2.cvtColor(
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self.road_colors.get().reshape(-1, 1, 3).astype(np.uint8),
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cv2.COLOR_RGB2HSV
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).reshape(-1, 3))
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self.water_colors_hsv = cp.asarray(cv2.cvtColor(
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self.water_colors.get().reshape(-1, 1, 3).astype(np.uint8),
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cv2.COLOR_RGB2HSV
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).reshape(-1, 3))
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# Normalize HSV values on GPU
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for colors_hsv in [self.shadow_colors_hsv, self.road_colors_hsv, self.water_colors_hsv]:
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colors_hsv[:, 0] = colors_hsv[:, 0] * 2
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colors_hsv[:, 1:] = colors_hsv[:, 1:] / 255
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# Color tolerances
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self.shadow_tolerance = {'hue': 15, 'sat': 0.15, 'val': 0.12}
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self.road_tolerance = {'hue': 10, 'sat': 0.12, 'val': 0.15}
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self.water_tolerance = {'hue': 20, 'sat': 0.15, 'val': 0.20}
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# Output colors (BGR for OpenCV)
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self.colors = {
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'black': cp.array([0, 0, 0]),
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'blue': cp.array([255, 0, 0]),
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'green': cp.array([0, 255, 0]),
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'gray': cp.array([128, 128, 128]),
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'brown': cp.array([0, 140, 255]),
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'white': cp.array([255, 255, 255])
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}
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self.min_area_for_clustering = 1000
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self.residential_height_factor = 0.6
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self.isolation_threshold = 0.6
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@staticmethod
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def gpu_color_distance_hsv(pixel_hsv, reference_hsv, tolerance):
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"""GPU-accelerated HSV color distance calculation"""
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pixel_h = pixel_hsv[0] * 2
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pixel_s = pixel_hsv[1] / 255
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pixel_v = pixel_hsv[2] / 255
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hue_diff = cp.minimum(cp.abs(pixel_h - reference_hsv[0]),
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360 - cp.abs(pixel_h - reference_hsv[0]))
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sat_diff = cp.abs(pixel_s - reference_hsv[1])
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val_diff = cp.abs(pixel_v - reference_hsv[2])
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return cp.logical_and(
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cp.logical_and(hue_diff <= tolerance['hue'],
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sat_diff <= tolerance['sat']),
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val_diff <= tolerance['val']
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)
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def segment_image_gpu(self, img):
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"""GPU-accelerated image segmentation"""
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# Transfer image to GPU
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gpu_img = cp.asarray(img)
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gpu_hsv = cp.asarray(cv2.cvtColor(img, cv2.COLOR_BGR2HSV))
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height, width = img.shape[:2]
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output = cp.zeros_like(gpu_img)
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# Vectorized color matching on GPU
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hsv_pixels = gpu_hsv.reshape(-1, 3)
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# Create masks for each category
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shadow_mask = cp.zeros((height * width,), dtype=bool)
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road_mask = cp.zeros((height * width,), dtype=bool)
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water_mask = cp.zeros((height * width,), dtype=bool)
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# Vectorized color matching
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for ref_hsv in self.shadow_colors_hsv:
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shadow_mask |= self.gpu_color_distance_hsv(hsv_pixels.T, ref_hsv, self.shadow_tolerance)
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for ref_hsv in self.road_colors_hsv:
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road_mask |= self.gpu_color_distance_hsv(hsv_pixels.T, ref_hsv, self.road_tolerance)
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for ref_hsv in self.water_colors_hsv:
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water_mask |= self.gpu_color_distance_hsv(hsv_pixels.T, ref_hsv, self.water_tolerance)
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# Apply masks
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output_flat = output.reshape(-1, 3)
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output_flat[shadow_mask] = self.colors['black']
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output_flat[water_mask] = self.colors['blue']
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output_flat[road_mask] = self.colors['gray']
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# Vegetation and building detection
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h, s, v = hsv_pixels.T
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h = h * 2 # Convert to 0-360 range
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s = s / 255
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v = v / 255
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vegetation_mask = (h >= 40) & (h <= 150) & (s >= 0.15)
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building_mask = ~(shadow_mask | water_mask | road_mask | vegetation_mask)
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output_flat[vegetation_mask] = self.colors['green']
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output_flat[building_mask] = self.colors['white']
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return output.reshape(height, width, 3)
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def estimate_heights_gpu(self, img, segmented):
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"""GPU-accelerated height estimation"""
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gpu_segmented = cp.asarray(segmented)
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buildings_mask = cp.all(gpu_segmented == self.colors['white'], axis=2)
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shadows_mask = cp.all(gpu_segmented == self.colors['black'], axis=2)
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# Connected components labeling on GPU
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labeled_array, num_features = cp_label(buildings_mask)
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# Calculate areas using GPU
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areas = cp.bincount(labeled_array.ravel())[1:] # Skip background
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max_area = cp.max(areas) if len(areas) > 0 else 1
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height_map = cp.zeros_like(labeled_array, dtype=cp.float32)
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# Process each building
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for label in range(1, num_features + 1):
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building_mask = (labeled_array == label)
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if not cp.any(building_mask):
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continue
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area = areas[label-1]
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size_factor = 0.3 + 0.7 * (area / max_area)
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# Calculate shadow influence
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dilated = binary_dilation(building_mask, structure=cp.ones((5,5)))
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shadow_ratio = cp.sum(dilated & shadows_mask) / cp.sum(dilated)
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shadow_factor = 0.2 + 0.8 * shadow_ratio
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# Height calculation based on size and shadows
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final_height = size_factor * shadow_factor
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height_map[building_mask] = final_height
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return height_map.get() * 0.15
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def generate_mesh_gpu(self, height_map, texture_img):
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"""Generate 3D mesh using GPU-accelerated calculations"""
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height_map_gpu = cp.asarray(height_map)
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height, width = height_map.shape
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# Generate vertex positions on GPU
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x, z = cp.meshgrid(cp.arange(width), cp.arange(height))
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vertices = cp.stack([x, height_map_gpu * self.building_height, z], axis=-1)
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vertices = vertices.reshape(-1, 3)
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# Normalize coordinates
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scale = max(width, height)
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vertices[:, 0] = vertices[:, 0] / scale * 2 - (width / scale)
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vertices[:, 2] = vertices[:, 2] / scale * 2 - (height / scale)
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vertices[:, 1] = vertices[:, 1] * 2 - 1
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# Generate faces
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i, j = cp.meshgrid(cp.arange(height-1), cp.arange(width-1), indexing='ij')
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v0 = (i * width + j).flatten()
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v1 = v0 + 1
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v2 = ((i + 1) * width + j).flatten()
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v3 = v2 + 1
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faces = cp.vstack((
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cp.column_stack((v0, v2, v1)),
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cp.column_stack((v1, v2, v3))
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))
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# Generate UV coordinates
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uvs = cp.zeros((vertices.shape[0], 2))
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uvs[:, 0] = x.flatten() / (width - 1)
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uvs[:, 1] = 1 - (z.flatten() / (height - 1))
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# Convert to CPU for mesh creation
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vertices_cpu = vertices.get()
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faces_cpu = faces.get()
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uvs_cpu = uvs.get()
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# Create mesh
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if len(texture_img.shape) == 3 and texture_img.shape[2] == 4:
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texture_img = cv2.cvtColor(texture_img, cv2.COLOR_BGRA2RGB)
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+
elif len(texture_img.shape) == 3:
|
| 226 |
+
texture_img = cv2.cvtColor(texture_img, cv2.COLOR_BGR2RGB)
|
| 227 |
+
|
| 228 |
+
mesh = trimesh.Trimesh(
|
| 229 |
+
vertices=vertices_cpu,
|
| 230 |
+
faces=faces_cpu,
|
| 231 |
+
visual=trimesh.visual.TextureVisuals(
|
| 232 |
+
uv=uvs_cpu,
|
| 233 |
+
image=Image.fromarray(texture_img)
|
| 234 |
+
)
|
| 235 |
+
)
|
| 236 |
+
|
| 237 |
+
return mesh
|
| 238 |
|
| 239 |
def generate_and_process_map(prompt: str) -> str | None:
|
| 240 |
+
"""Generate satellite image from prompt and convert to 3D model using GPU acceleration"""
|
| 241 |
try:
|
| 242 |
+
# Set dimensions and device
|
| 243 |
width = height = 1024
|
| 244 |
|
| 245 |
# Generate random seed
|
|
|
|
| 263 |
# Convert PIL Image to OpenCV format
|
| 264 |
cv_image = cv2.cvtColor(np.array(generated_image), cv2.COLOR_RGB2BGR)
|
| 265 |
|
| 266 |
+
# Initialize GPU-accelerated generator
|
| 267 |
+
generator = GPUSatelliteModelGenerator(building_height=0.09)
|
| 268 |
|
| 269 |
+
# Process image using GPU
|
| 270 |
+
print("Segmenting image using GPU...")
|
| 271 |
+
segmented_img = generator.segment_image_gpu(cv_image)
|
| 272 |
|
| 273 |
+
print("Estimating heights using GPU...")
|
| 274 |
+
height_map = generator.estimate_heights_gpu(cv_image, segmented_img)
|
| 275 |
|
| 276 |
+
# Generate mesh using GPU-accelerated calculations
|
| 277 |
+
print("Generating mesh using GPU...")
|
| 278 |
+
mesh = generator.generate_mesh_gpu(height_map, cv_image)
|
| 279 |
|
| 280 |
# Export to GLB
|
| 281 |
temp_dir = tempfile.mkdtemp()
|
|
|
|
| 292 |
|
| 293 |
# Create Gradio interface
|
| 294 |
with gr.Blocks() as demo:
|
| 295 |
+
gr.Markdown("# GPU-Accelerated Text to Map")
|
| 296 |
+
gr.Markdown("Generate 3D maps from text descriptions using FLUX and GPU-accelerated mesh generation.")
|
| 297 |
|
| 298 |
with gr.Row():
|
| 299 |
prompt_input = gr.Text(
|
|
|
|
| 319 |
)
|
| 320 |
|
| 321 |
if __name__ == "__main__":
|
| 322 |
+
# Initialize FLUX pipeline
|
| 323 |
+
device = "cuda" if torch.cuda.is_available() else "cpu"
|
| 324 |
+
dtype = torch.bfloat16
|
| 325 |
+
|
| 326 |
+
repo_id = "black-forest-labs/FLUX.1-dev"
|
| 327 |
+
adapter_id = "jbilcke-hf/flux-satellite"
|
| 328 |
+
|
| 329 |
+
flux_pipe = DiffusionPipeline.from_pretrained(
|
| 330 |
+
repo_id,
|
| 331 |
+
torch_dtype=torch.bfloat16
|
| 332 |
+
)
|
| 333 |
+
flux_pipe.load_lora_weights(adapter_id)
|
| 334 |
+
flux_pipe = flux_pipe.to(device)
|
| 335 |
+
|
| 336 |
+
# Launch Gradio app
|
| 337 |
demo.queue().launch()
|