feat(scenegraph): add JSON serialization and implement top-down object/edge rendering

- Add save_scene_graph() and load_scene_graph() for persisting scene graphs to JSON
- Implement object node overlay (colored by label) in render_topdown_scene_map
- Implement edge arrows (room → object) in render_topdown_scene_map
- Add TopDownRenderStyle fields for object/edge visual configuration
- Add scene graph caching to verification notebook to skip rebuilds
- Add render_scene_graph_birdseye cell for full scene graph visualization
- Add display_objects_by_room and display_room_summary cells
This commit is contained in:
2026-05-31 19:45:10 +08:00
parent 9eb52f8cef
commit e5b764520c
4 changed files with 395 additions and 81 deletions

View File

@@ -21,6 +21,7 @@ from .query import (
) )
from .roomnode import RoomNode from .roomnode import RoomNode
from .scenegraph import SceneGraphMatch, SimpleSceneGraph from .scenegraph import SceneGraphMatch, SimpleSceneGraph
from .serialization import load_scene_graph, save_scene_graph
from .software_cam import CamMatch, SoftwareCamIndex, xnor_popcount_score from .software_cam import CamMatch, SoftwareCamIndex, xnor_popcount_score
__all__ = [ __all__ = [
@@ -40,6 +41,8 @@ __all__ = [
"cam_row_to_hash_bytes", "cam_row_to_hash_bytes",
"hash_bytes_to_bits_array", "hash_bytes_to_bits_array",
"hash_bytes_to_cam_row", "hash_bytes_to_cam_row",
"load_scene_graph",
"query_image_against_scene_graph", "query_image_against_scene_graph",
"save_scene_graph",
"xnor_popcount_score", "xnor_popcount_score",
] ]

View File

@@ -0,0 +1,124 @@
"""JSON serialization for SimpleSceneGraph.
Provides save_scene_graph() and load_scene_graph() for persisting
scene graphs to/from JSON files. Handles numpy arrays, bytes (hashes),
and optional fields.
"""
from __future__ import annotations
import json
from pathlib import Path
from typing import Any
import numpy as np
from .objectnode import ObjectNode
from .roomnode import RoomNode
from .scenegraph import SimpleSceneGraph
def _ndarray_to_list(arr: np.ndarray) -> list[float]:
return arr.tolist()
def _bytes_to_hex(b: bytes) -> str:
return b.hex()
def _room_node_to_dict(node: RoomNode) -> dict[str, Any]:
return {
"room_id": node.room_id,
"center": _ndarray_to_list(node.center),
"bbox_extent": _ndarray_to_list(node.bbox_extent),
}
def _object_node_to_dict(node: ObjectNode) -> dict[str, Any]:
return {
"obj_id": node.obj_id,
"room_id": node.room_id,
"position": _ndarray_to_list(node.position),
"visual_hash": _bytes_to_hex(node.visual_hash),
"semantic_hash": _bytes_to_hex(node.semantic_hash),
"hit_count": node.hit_count,
"last_seen_frame": node.last_seen_frame,
"label": node.label,
"confidence": node.confidence,
"bbox_xyxy": list(node.bbox_xyxy) if node.bbox_xyxy is not None else None,
"source_view_id": node.source_view_id,
"position_confidence": node.position_confidence,
}
def _room_node_from_dict(d: dict[str, Any]) -> RoomNode:
return RoomNode(
room_id=d["room_id"],
center=np.asarray(d["center"], dtype=np.float32),
bbox_extent=np.asarray(d["bbox_extent"], dtype=np.float32),
)
def _object_node_from_dict(d: dict[str, Any]) -> ObjectNode:
bbox = d.get("bbox_xyxy")
return ObjectNode(
obj_id=d["obj_id"],
room_id=d["room_id"],
position=np.asarray(d["position"], dtype=np.float32),
visual_hash=bytes.fromhex(d["visual_hash"]),
semantic_hash=bytes.fromhex(d["semantic_hash"]),
hit_count=d["hit_count"],
last_seen_frame=d["last_seen_frame"],
label=d.get("label"),
confidence=d.get("confidence"),
bbox_xyxy=tuple(bbox) if bbox is not None else None,
source_view_id=d.get("source_view_id"),
position_confidence=d.get("position_confidence"),
)
def save_scene_graph(path: str | Path, graph: SimpleSceneGraph) -> None:
"""Save a SimpleSceneGraph to a JSON file.
Args:
path: Output file path.
graph: The scene graph to serialize.
"""
data = {
"version": 1,
"rooms": {
room_id: _room_node_to_dict(node)
for room_id, node in graph.rooms.items()
},
"objects": {
obj_id: _object_node_to_dict(node)
for obj_id, node in graph.objects.items()
},
}
path = Path(path)
path.parent.mkdir(parents=True, exist_ok=True)
with open(path, "w", encoding="utf-8") as f:
json.dump(data, f, indent=2, ensure_ascii=False)
def load_scene_graph(path: str | Path) -> SimpleSceneGraph:
"""Load a SimpleSceneGraph from a JSON file.
Args:
path: Input file path.
Returns:
Deserialized SimpleSceneGraph.
"""
with open(path, "r", encoding="utf-8") as f:
data = json.load(f)
rooms = {
room_id: _room_node_from_dict(node_dict)
for room_id, node_dict in data["rooms"].items()
}
objects = {
obj_id: _object_node_from_dict(node_dict)
for obj_id, node_dict in data["objects"].items()
}
return SimpleSceneGraph(rooms=rooms, objects=objects)

View File

@@ -16,6 +16,23 @@ class TopDownSceneElements:
edges: Sequence[tuple[str, str]] = field(default_factory=tuple) edges: Sequence[tuple[str, str]] = field(default_factory=tuple)
# Default color palette for object labels (cycled if more labels than colors).
_DEFAULT_LABEL_COLORS: dict[str, str] = {
"chair": "#e6194b",
"table": "#3cb44b",
"sofa": "#ffe119",
"cabinet": "#4363d8",
"shelf": "#f58231",
"lamp": "#911eb4",
"picture": "#42d4f4",
"window": "#f032e6",
"door": "#bfef45",
"plant": "#fabed4",
}
_FALLBACK_COLOR = "#808080"
@dataclass(frozen=True) @dataclass(frozen=True)
class TopDownRenderStyle: class TopDownRenderStyle:
room_color: str = "red" room_color: str = "red"
@@ -25,6 +42,18 @@ class TopDownRenderStyle:
figure_size: tuple[int, int] = (8, 8) figure_size: tuple[int, int] = (8, 8)
map_cmap: str = "gray" map_cmap: str = "gray"
title: str = "RoomNode Top-Down Map" title: str = "RoomNode Top-Down Map"
# Object node style.
object_marker_size: int = 25
object_label_colors: dict[str, str] = field(
default_factory=lambda: dict(_DEFAULT_LABEL_COLORS)
)
object_fallback_color: str = _FALLBACK_COLOR
object_show_label: bool = True
object_label_fontsize: int = 6
# Edge style.
edge_color: str = "cyan"
edge_alpha: float = 0.4
edge_arrow_size: float = 8.0
def render_topdown_scene_map( def render_topdown_scene_map(
@@ -35,13 +64,14 @@ def render_topdown_scene_map(
) -> Image.Image: ) -> Image.Image:
"""Render a top-down scene map as a PIL Image. """Render a top-down scene map as a PIL Image.
Uses matplotlib Agg backend (non-interactive) to draw room markers and Uses matplotlib Agg backend (non-interactive) to draw room markers,
labels on the habitat top-down occupancy map, then returns the result object markers (colored by label), and edges (arrows from room to
as a PIL Image. object) on the habitat top-down occupancy map, then returns the
result as a PIL Image.
Args: Args:
pathfinder: Habitat pathfinder instance. pathfinder: Habitat pathfinder instance.
elements: Scene elements containing room nodes to annotate. elements: Scene elements containing room/object nodes and edges.
meters_per_pixel: Resolution for the top-down map. meters_per_pixel: Resolution for the top-down map.
style: Visual style configuration. style: Visual style configuration.
@@ -50,7 +80,6 @@ def render_topdown_scene_map(
Raises: Raises:
ValueError: If room_nodes is empty or meters_per_pixel <= 0. ValueError: If room_nodes is empty or meters_per_pixel <= 0.
NotImplementedError: If object_nodes or edges are provided.
""" """
if not elements.room_nodes: if not elements.room_nodes:
raise ValueError("room_nodes must not be empty") raise ValueError("room_nodes must not be empty")
@@ -58,12 +87,6 @@ def render_topdown_scene_map(
if meters_per_pixel <= 0: if meters_per_pixel <= 0:
raise ValueError("meters_per_pixel must be greater than 0") raise ValueError("meters_per_pixel must be greater than 0")
if elements.object_nodes:
raise NotImplementedError("object_nodes overlay is not implemented yet")
if elements.edges:
raise NotImplementedError("edge overlay is not implemented yet")
if style is None: if style is None:
style = TopDownRenderStyle() style = TopDownRenderStyle()
@@ -84,7 +107,8 @@ def render_topdown_scene_map(
ax = fig.add_subplot(111) ax = fig.add_subplot(111)
ax.imshow(top_down_map, cmap=style.map_cmap) ax.imshow(top_down_map, cmap=style.map_cmap)
# Annotate room positions and labels. # --- Room nodes ---
room_grid_positions: dict[str, tuple[int, int]] = {}
for room_node in elements.room_nodes: for room_node in elements.room_nodes:
grid_y, grid_x = maps.to_grid( grid_y, grid_x = maps.to_grid(
float(room_node.center[2]), float(room_node.center[2]),
@@ -92,6 +116,7 @@ def render_topdown_scene_map(
top_down_map.shape, top_down_map.shape,
pathfinder=pathfinder, pathfinder=pathfinder,
) )
room_grid_positions[room_node.room_id] = (grid_x, grid_y)
ax.scatter(grid_x, grid_y, c=style.room_color, s=style.room_marker_size) ax.scatter(grid_x, grid_y, c=style.room_color, s=style.room_marker_size)
ax.text( ax.text(
grid_x + style.room_label_offset, grid_x + style.room_label_offset,
@@ -101,6 +126,74 @@ def render_topdown_scene_map(
fontsize=8, fontsize=8,
) )
# --- Object nodes (colored by label) ---
obj_grid_positions: dict[str, tuple[int, int]] = {}
drawn_labels: set[str] = set()
for obj_node in elements.object_nodes:
if obj_node.position is None:
continue
grid_y, grid_x = maps.to_grid(
float(obj_node.position[2]),
float(obj_node.position[0]),
top_down_map.shape,
pathfinder=pathfinder,
)
obj_grid_positions[obj_node.obj_id] = (grid_x, grid_y)
label = obj_node.label or "unknown"
color = style.object_label_colors.get(label, style.object_fallback_color)
# Only add to legend once per label.
legend_label = label if label not in drawn_labels else None
drawn_labels.add(label)
ax.scatter(
grid_x,
grid_y,
c=color,
s=style.object_marker_size,
marker="^",
label=legend_label,
zorder=3,
)
if style.object_show_label:
ax.text(
grid_x + 1,
grid_y + 1,
label,
color=color,
fontsize=style.object_label_fontsize,
)
# --- Edges (arrows from room → object) ---
for room_id, obj_id in elements.edges:
room_pos = room_grid_positions.get(room_id)
obj_pos = obj_grid_positions.get(obj_id)
if room_pos is None or obj_pos is None:
continue
ax.annotate(
"",
xy=obj_pos,
xytext=room_pos,
arrowprops=dict(
arrowstyle="->",
color=style.edge_color,
alpha=style.edge_alpha,
lw=0.8,
),
)
# --- Legend (only if object labels were drawn) ---
if drawn_labels:
ax.legend(
loc="upper right",
fontsize=7,
markerscale=0.8,
framealpha=0.7,
)
ax.set_title(style.title) ax.set_title(style.title)
ax.axis("off") ax.axis("off")
fig.canvas.draw() fig.canvas.draw()

View File

@@ -38,10 +38,13 @@ def project_imports():
RoomNode, RoomNode,
SceneGraphBuildConfig, SceneGraphBuildConfig,
SceneGraphBuilder, SceneGraphBuilder,
load_scene_graph,
query_image_against_scene_graph, query_image_against_scene_graph,
save_scene_graph,
) )
from simulator import ( from simulator import (
HabitatSimulatorConfig, HabitatSimulatorConfig,
TopDownRenderStyle,
TopDownSceneElements, TopDownSceneElements,
collect_room_views_by_room, collect_room_views_by_room,
create_habitat_simulator, create_habitat_simulator,
@@ -58,16 +61,19 @@ def project_imports():
RoomNode, RoomNode,
SceneGraphBuildConfig, SceneGraphBuildConfig,
SceneGraphBuilder, SceneGraphBuilder,
TopDownRenderStyle,
TopDownSceneElements, TopDownSceneElements,
cfg_manager, cfg_manager,
collect_room_views_by_room, collect_room_views_by_room,
create_habitat_simulator, create_habitat_simulator,
flatten_room_views, flatten_room_views,
load_scene_graph,
numpy_to_pil, numpy_to_pil,
query_image_against_scene_graph, query_image_against_scene_graph,
render_topdown_scene_map, render_topdown_scene_map,
save_object_image, save_object_image,
save_room_view, save_room_view,
save_scene_graph,
) )
@@ -194,6 +200,7 @@ def build_scene_graph(
SceneGraphBuilder, SceneGraphBuilder,
cfg_manager, cfg_manager,
habitat_config, habitat_config,
load_scene_graph,
mo, mo,
numpy_to_pil, numpy_to_pil,
pipeline, pipeline,
@@ -201,92 +208,145 @@ def build_scene_graph(
room_views, room_views,
save_object_image, save_object_image,
save_room_view, save_room_view,
save_scene_graph,
text_labels, text_labels,
): ):
output_dir = cfg_manager.get().output.directory / "verification" output_dir = cfg_manager.get().output.directory / "verification"
output_dir.mkdir(parents=True, exist_ok=True) output_dir.mkdir(parents=True, exist_ok=True)
cache_path = output_dir / "scene_graph.json"
builder = SceneGraphBuilder( # Try loading cached scene graph first.
pipeline=pipeline, if cache_path.exists():
config=SceneGraphBuildConfig( scene_graph = load_scene_graph(cache_path)
inference_batch_size=4, print(f"Loaded cached scene graph from {cache_path}")
position_strategy="bbox_depth_center", print(f" {len(scene_graph.rooms)} rooms, {len(scene_graph.objects)} objects")
camera_hfov_degrees=habitat_config.hfov_degrees, object_images = {}
), build_artifacts = None
) else:
builder = SceneGraphBuilder(
pil_room_views = [ pipeline=pipeline,
type(_view)( config=SceneGraphBuildConfig(
room_id=_view.room_id, inference_batch_size=4,
view_idx=_view.view_idx, position_strategy="bbox_depth_center",
rgb=numpy_to_pil(_view.rgb), camera_hfov_degrees=habitat_config.hfov_degrees,
depth=_view.depth, ),
agent_position=_view.agent_position,
agent_rotation=_view.agent_rotation,
camera_position=_view.camera_position,
camera_rotation=_view.camera_rotation,
)
for _view in room_views
]
with mo.status.spinner(title="Building scene graph from room views"):
scene_graph, build_artifacts = builder.build_from_room_views(
room_nodes=room_nodes,
room_views=pil_room_views,
text_labels=text_labels,
) )
object_images = build_artifacts.object_images pil_room_views = [
debug_meta = build_artifacts.debug_meta type(_view)(
room_id=_view.room_id,
view_idx=_view.view_idx,
rgb=numpy_to_pil(_view.rgb),
depth=_view.depth,
agent_position=_view.agent_position,
agent_rotation=_view.agent_rotation,
camera_position=_view.camera_position,
camera_rotation=_view.camera_rotation,
)
for _view in room_views
]
# Save original room views. with mo.status.spinner(title="Building scene graph from room views"):
for _room_view in mo.status.progress_bar( scene_graph, build_artifacts = builder.build_from_room_views(
pil_room_views, room_nodes=room_nodes,
title="Saving room-view snapshots", room_views=pil_room_views,
subtitle="Writing original room images to disk", text_labels=text_labels,
completion_title="Room-view snapshots saved", )
completion_subtitle=f"Saved {len(pil_room_views)} room views",
show_eta=True,
show_rate=True,
remove_on_exit=False,
):
save_room_view(output_dir, _room_view.room_id, _room_view.view_idx, _room_view.rgb)
# Save object crops. object_images = build_artifacts.object_images
for _obj_id, _cropped in mo.status.progress_bar( debug_meta = build_artifacts.debug_meta
object_images.items(),
title="Saving object crops",
subtitle="Writing cropped object images to disk",
completion_title="Object crops saved",
completion_subtitle=f"Saved {len(object_images)} object crops",
show_eta=True,
show_rate=True,
remove_on_exit=False,
):
_node = scene_graph.objects[_obj_id]
save_object_image(
output_dir,
_node.room_id,
_obj_id,
_node.last_seen_frame,
0, # mask idx 0 ok for M0
_cropped,
)
from collections import Counter # Save scene graph to cache.
save_scene_graph(cache_path, scene_graph)
print(f"Saved scene graph to {cache_path}")
_meta_fallbacks = [_meta.get("fallback_reason") for _meta in debug_meta] # Save original room views.
fallback_count = sum(1 for f in _meta_fallbacks if f is not None) for _room_view in mo.status.progress_bar(
_reasons = Counter(f or "ok" for f in _meta_fallbacks) pil_room_views,
print(f"Fallback breakdown: {_reasons}") title="Saving room-view snapshots",
subtitle="Writing original room images to disk",
completion_title="Room-view snapshots saved",
completion_subtitle=f"Saved {len(pil_room_views)} room views",
show_eta=True,
show_rate=True,
remove_on_exit=False,
):
save_room_view(output_dir, _room_view.room_id, _room_view.view_idx, _room_view.rgb)
# Save object crops.
for _obj_id, _cropped in mo.status.progress_bar(
object_images.items(),
title="Saving object crops",
subtitle="Writing cropped object images to disk",
completion_title="Object crops saved",
completion_subtitle=f"Saved {len(object_images)} object crops",
show_eta=True,
show_rate=True,
remove_on_exit=False,
):
_node = scene_graph.objects[_obj_id]
save_object_image(
output_dir,
_node.room_id,
_obj_id,
_node.last_seen_frame,
0, # mask idx 0 ok for M0
_cropped,
)
from collections import Counter
_meta_fallbacks = [_meta.get("fallback_reason") for _meta in debug_meta]
fallback_count = sum(1 for f in _meta_fallbacks if f is not None)
_reasons = Counter(f or "ok" for f in _meta_fallbacks)
print(f"Fallback breakdown: {_reasons}")
print(f"Fallback frames: {fallback_count}/{len(debug_meta)}")
print(f"Created {len(scene_graph.objects)} objects") print(f"Created {len(scene_graph.objects)} objects")
print(f"Saved cropped images to: {output_dir}") print(f"Output directory: {output_dir}")
print(f"Fallback frames: {fallback_count}/{len(debug_meta)}")
return build_artifacts, object_images, output_dir, scene_graph return build_artifacts, object_images, output_dir, scene_graph
@app.cell
def render_scene_graph_birdseye(
TopDownRenderStyle,
TopDownSceneElements,
meters_per_pixel,
mo,
render_topdown_scene_map,
room_nodes,
scene_graph,
sim,
):
"""Bird's-eye view of the full scene graph: rooms, objects, and edges."""
_object_nodes = list(scene_graph.objects.values())
_edges = [
(_obj.room_id, _obj.obj_id) for _obj in _object_nodes
]
_style = TopDownRenderStyle(
title="Scene Graph — Bird's-Eye View",
figure_size=(10, 10),
)
_elements = TopDownSceneElements(
room_nodes=room_nodes,
object_nodes=_object_nodes,
edges=_edges,
)
_birdseye_image = render_topdown_scene_map(
pathfinder=sim.pathfinder,
elements=_elements,
meters_per_pixel=meters_per_pixel,
style=_style,
)
mo.md("## Scene Graph Bird's-Eye View"), mo.image(_birdseye_image)
return (_birdseye_image,)
@app.cell @app.cell
def build_tables(pl, scene_graph): def build_tables(pl, scene_graph):
room_rows = [ room_rows = [
@@ -335,6 +395,40 @@ def display_tables(mo, objects_df, rooms_df):
return return
@app.cell
def display_objects_by_room(mo, objects_df, pl):
"""Table of all objects with their room assignments."""
_obj_room_df = objects_df.select(
["obj_id", "room_id", "label", "confidence", "position_confidence"]
).sort(["room_id", "label"])
mo.vstack([
mo.md("## Objects by Room"),
mo.ui.table(_obj_room_df),
])
return
@app.cell
def display_room_summary(mo, objects_df, pl, rooms_df):
"""Table of all rooms with their object counts."""
_counts = (
objects_df.group_by("room_id")
.agg(pl.col("obj_id").count().alias("object_count"))
)
_room_summary = rooms_df.select(["room_id"]).join(
_counts, on="room_id", how="left"
).with_columns(
pl.col("object_count").fill_null(0).cast(pl.Int64)
).sort("room_id")
mo.vstack([
mo.md("## Room Summary"),
mo.ui.table(_room_summary),
])
return
@app.cell @app.cell
def upload_query(mo): def upload_query(mo):
file_upload = mo.ui.file( file_upload = mo.ui.file(