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  1. README.md +22 -5
  2. app.py +394 -0
  3. relief_workshop.py +357 -0
  4. requirements.txt +5 -0
README.md CHANGED
@@ -1,12 +1,29 @@
1
  ---
2
- title: Pattern Ground
3
- emoji: 🐢
4
  colorFrom: gray
5
- colorTo: indigo
6
  sdk: gradio
7
- sdk_version: 6.12.0
8
  app_file: app.py
9
  pinned: false
10
  ---
11
 
12
- Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
  ---
2
+ title: Pattern Ground — Relief Generator
3
+ emoji: 🏗️
4
  colorFrom: gray
5
+ colorTo: yellow
6
  sdk: gradio
7
+ sdk_version: "4.44.0"
8
  app_file: app.py
9
  pinned: false
10
  ---
11
 
12
+ # Pattern Ground Fabrication Topologies
13
+
14
+ Converti un'immagine in una tile di rilievo 3D stampabile.
15
+
16
+ Parte del progetto **Fabrication Topologies** — Vectorealism × Dropcity, Design Week Milano 2026.
17
+
18
+ ## Come funziona
19
+
20
+ 1. Carica un'immagine (foto di pavimentazione, mappa, pattern geometrico, texture…)
21
+ 2. Regola i parametri di dimensione e rilievo
22
+ 3. Controlla la depth map (bianco = alto, nero = basso)
23
+ 4. Scarica l'STL e slicalo
24
+
25
+ ## Parametri chiave
26
+
27
+ - **Quantize** — divide il rilievo in N livelli netti (effetto "stair", ottimo per pattern urbani)
28
+ - **Tileable** — sfuma i bordi così le tile si affiancano senza giunti
29
+ - **Invert** — inverte alto/basso (utile se il motivo è scuro su sfondo chiaro)
app.py ADDED
@@ -0,0 +1,394 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ """
2
+ app.py — Fabrication Topologies: Pattern Ground Relief Generator
3
+ Gradio web app per HuggingFace Spaces
4
+
5
+ Deploy:
6
+ 1. Crea un nuovo Space su huggingface.co/new-space
7
+ 2. Scegli SDK: Gradio | Hardware: CPU Basic (gratuito)
8
+ 3. Carica questi 3 file: app.py, relief_workshop.py, requirements.txt
9
+ 4. Il deploy parte automaticamente in ~2 minuti
10
+ """
11
+
12
+ import io
13
+ import struct
14
+ import tempfile
15
+ from pathlib import Path
16
+
17
+ import cv2
18
+ import gradio as gr
19
+ import numpy as np
20
+ from PIL import Image
21
+
22
+ # Importa le funzioni di processing da relief_workshop.py
23
+ from relief_workshop import build_heightmap, heightmap_to_stl
24
+
25
+
26
+ # ─────────────────────────────────────────────
27
+ # CORE FUNCTION
28
+ # ─────────────────────────────────────────────
29
+
30
+ def generate_relief(
31
+ image,
32
+ tile_w: float,
33
+ tile_h_mode: str,
34
+ tile_h_custom: float,
35
+ relief_mm: float,
36
+ base_mm: float,
37
+ invert: bool,
38
+ quantize_levels: int,
39
+ tileable: bool,
40
+ blur: float,
41
+ resolution: int,
42
+ ):
43
+ if image is None:
44
+ return None, None, "⚠️ Carica un'immagine per iniziare."
45
+
46
+ try:
47
+ # Salva immagine in temp
48
+ with tempfile.NamedTemporaryFile(suffix=".png", delete=False) as f:
49
+ tmp_in = f.name
50
+ Image.fromarray(image).save(tmp_in)
51
+
52
+ # Calcola altezza tile
53
+ img_h, img_w = image.shape[:2]
54
+ if tile_h_mode == "Stessa larghezza (100×100)":
55
+ tile_h = tile_w
56
+ elif tile_h_mode == "Proporzioni originali":
57
+ tile_h = tile_w * img_h / img_w
58
+ else:
59
+ tile_h = tile_h_custom
60
+
61
+ # Build heightmap
62
+ quantize = quantize_levels if quantize_levels >= 2 else 0
63
+ height_map, px_w, px_h = build_heightmap(
64
+ tmp_in,
65
+ max_px=resolution,
66
+ invert=invert,
67
+ blur=blur,
68
+ gamma=1.1,
69
+ quantize=quantize,
70
+ tileable=tileable,
71
+ fade_px=12,
72
+ )
73
+
74
+ # Preview depth map
75
+ preview = (height_map * 255).astype(np.uint8)
76
+ preview_rgb = np.stack([preview, preview, preview], axis=-1)
77
+
78
+ # Generate STL
79
+ stl_bytes = heightmap_to_stl(
80
+ height_map, px_w, px_h,
81
+ tile_w_mm=tile_w,
82
+ tile_h_mm=tile_h,
83
+ relief_mm=relief_mm,
84
+ base_mm=base_mm,
85
+ )
86
+
87
+ # Save STL to temp file
88
+ with tempfile.NamedTemporaryFile(suffix=".stl", delete=False) as f:
89
+ stl_path = f.name
90
+ f.write(stl_bytes)
91
+
92
+ size_kb = len(stl_bytes) / 1024
93
+ n_tri = (len(stl_bytes) - 84) // 50
94
+
95
+ info = f"""✓ Tile generata
96
+
97
+ Dimensioni: {tile_w:.0f} × {tile_h:.0f} mm
98
+ Altezza: base {base_mm:.1f} mm + rilievo {relief_mm:.1f} mm = {base_mm + relief_mm:.1f} mm totale
99
+ Mesh: {px_w} × {px_h} px — {n_tri:,} triangoli
100
+ File STL: {size_kb:.0f} KB
101
+
102
+ Impostazioni slicer: layer 0.15 mm · infill 15% · no supports"""
103
+
104
+ Path(tmp_in).unlink(missing_ok=True)
105
+ return preview_rgb, stl_path, info
106
+
107
+ except Exception as e:
108
+ return None, None, f"❌ Errore: {str(e)}"
109
+
110
+
111
+ def preview_only(
112
+ image,
113
+ tile_w, tile_h_mode, tile_h_custom,
114
+ relief_mm, base_mm,
115
+ invert, quantize_levels, tileable, blur, resolution,
116
+ ):
117
+ """Genera solo la depth map preview, più veloce."""
118
+ if image is None:
119
+ return None, "⚠️ Carica un'immagine per iniziare."
120
+
121
+ try:
122
+ with tempfile.NamedTemporaryFile(suffix=".png", delete=False) as f:
123
+ tmp_in = f.name
124
+ Image.fromarray(image).save(tmp_in)
125
+
126
+ quantize = quantize_levels if quantize_levels >= 2 else 0
127
+ height_map, px_w, px_h = build_heightmap(
128
+ tmp_in,
129
+ max_px=min(resolution, 300), # preview più veloce
130
+ invert=invert,
131
+ blur=blur,
132
+ gamma=1.1,
133
+ quantize=quantize,
134
+ tileable=tileable,
135
+ fade_px=12,
136
+ )
137
+
138
+ preview = (height_map * 255).astype(np.uint8)
139
+ preview_rgb = np.stack([preview, preview, preview], axis=-1)
140
+
141
+ Path(tmp_in).unlink(missing_ok=True)
142
+
143
+ msg = f"Depth map: {px_w}×{px_h}px · Bianco = alto · Nero = basso"
144
+ if invert:
145
+ msg += " (invertita)"
146
+ return preview_rgb, msg
147
+
148
+ except Exception as e:
149
+ return None, f"❌ Errore: {str(e)}"
150
+
151
+
152
+ # ─────────────────────────────────────────────
153
+ # UI
154
+ # ─────────────────────────────────────────────
155
+
156
+ CSS = """
157
+ @import url('https://fonts.googleapis.com/css2?family=DM+Mono:wght@400;500&family=Instrument+Serif:ital@0;1&display=swap');
158
+
159
+ :root {
160
+ --black: #0a0a0a;
161
+ --white: #f2efe8;
162
+ --yellow: #d4a912;
163
+ --grey: #333;
164
+ --mid: #888;
165
+ }
166
+
167
+ body, .gradio-container {
168
+ background: var(--black) !important;
169
+ color: var(--white) !important;
170
+ font-family: 'DM Mono', monospace !important;
171
+ }
172
+
173
+ .gr-block, .gr-box, .gr-panel {
174
+ background: #111 !important;
175
+ border: 1px solid #222 !important;
176
+ border-radius: 0 !important;
177
+ }
178
+
179
+ .gr-button {
180
+ border-radius: 0 !important;
181
+ font-family: 'DM Mono', monospace !important;
182
+ letter-spacing: 0.05em !important;
183
+ text-transform: uppercase !important;
184
+ font-size: 0.75rem !important;
185
+ }
186
+
187
+ .gr-button.primary {
188
+ background: var(--yellow) !important;
189
+ color: var(--black) !important;
190
+ border: none !important;
191
+ }
192
+
193
+ .gr-button.secondary {
194
+ background: transparent !important;
195
+ color: var(--mid) !important;
196
+ border: 1px solid #333 !important;
197
+ }
198
+
199
+ .gr-button:hover {
200
+ opacity: 0.85 !important;
201
+ }
202
+
203
+ label, .gr-label {
204
+ font-family: 'DM Mono', monospace !important;
205
+ font-size: 0.7rem !important;
206
+ letter-spacing: 0.08em !important;
207
+ color: var(--mid) !important;
208
+ text-transform: uppercase !important;
209
+ }
210
+
211
+ .gr-textbox textarea, .gr-textbox input {
212
+ background: #0d0d0d !important;
213
+ border: 1px solid #222 !important;
214
+ color: var(--white) !important;
215
+ font-family: 'DM Mono', monospace !important;
216
+ border-radius: 0 !important;
217
+ }
218
+
219
+ h1 {
220
+ font-family: 'Instrument Serif', serif !important;
221
+ font-size: 2.2rem !important;
222
+ color: var(--white) !important;
223
+ font-weight: 400 !important;
224
+ letter-spacing: -0.02em !important;
225
+ line-height: 1.1 !important;
226
+ }
227
+
228
+ h3 {
229
+ font-family: 'DM Mono', monospace !important;
230
+ font-size: 0.65rem !important;
231
+ letter-spacing: 0.15em !important;
232
+ color: var(--yellow) !important;
233
+ text-transform: uppercase !important;
234
+ margin-bottom: 0.5rem !important;
235
+ border-bottom: 1px solid #222 !important;
236
+ padding-bottom: 0.4rem !important;
237
+ }
238
+
239
+ .info-box {
240
+ background: #111;
241
+ border: 1px solid #222;
242
+ padding: 1rem;
243
+ font-size: 0.75rem;
244
+ line-height: 1.7;
245
+ color: var(--mid);
246
+ white-space: pre-line;
247
+ }
248
+
249
+ .accent { color: var(--yellow); }
250
+
251
+ /* Slider */
252
+ .gr-slider input[type=range] {
253
+ accent-color: var(--yellow) !important;
254
+ }
255
+
256
+ /* Checkbox */
257
+ input[type=checkbox] {
258
+ accent-color: var(--yellow) !important;
259
+ }
260
+ """
261
+
262
+ HEADER = """
263
+ # Pattern Ground
264
+ ### Fabrication Topologies — Vectorealism × Dropcity
265
+
266
+ Converti un'immagine in una tile di rilievo 3D pronta per la stampa.
267
+ Regola i parametri, controlla la depth map, scarica l'STL.
268
+ """
269
+
270
+ INSTRUCTIONS = """### Come funziona
271
+
272
+ **Depth map preview** — bianco = alto, nero = basso. Controlla prima di generare l'STL.
273
+
274
+ **Quantize** — crea gradini netti invece di un rilievo continuo. 4–6 livelli funziona bene per pattern urbani (sanpietrini, griglia, muratura).
275
+
276
+ **Tileable** — sfuma i bordi della tile così le piastrelle si affiancano senza giunti visibili nella griglia condivisa.
277
+
278
+ **Invert** — inverte l'altezza: utile se il pattern ha sfondo bianco e motivo scuro.
279
+
280
+ **Impostazioni slicer consigliate:** layer height 0.15 mm · infill 15% · no supports · ironing on top surface"""
281
+
282
+ def build_ui():
283
+ with gr.Blocks(css=CSS, title="Pattern Ground — Fabrication Topologies") as demo:
284
+
285
+ gr.Markdown(HEADER)
286
+
287
+ with gr.Row():
288
+
289
+ # ── Colonna sinistra: input + parametri ──
290
+ with gr.Column(scale=1):
291
+
292
+ gr.Markdown("### Immagine")
293
+ image_input = gr.Image(
294
+ label="Carica immagine (PNG, JPG)",
295
+ type="numpy",
296
+ image_mode="RGB",
297
+ )
298
+
299
+ gr.Markdown("### Dimensioni tile")
300
+ with gr.Row():
301
+ tile_w = gr.Slider(
302
+ 20, 200, value=100, step=5,
303
+ label="Larghezza (mm)"
304
+ )
305
+ tile_h_mode = gr.Radio(
306
+ ["Stessa larghezza (100×100)", "Proporzioni originali", "Personalizzata"],
307
+ value="Stessa larghezza (100×100)",
308
+ label="Altezza tile"
309
+ )
310
+ tile_h_custom = gr.Slider(
311
+ 20, 200, value=100, step=5,
312
+ label="Altezza personalizzata (mm)",
313
+ visible=False
314
+ )
315
+
316
+ gr.Markdown("### Rilievo")
317
+ with gr.Row():
318
+ relief_mm = gr.Slider(1, 10, value=4, step=0.5, label="Altezza rilievo (mm)")
319
+ base_mm = gr.Slider(1, 5, value=2, step=0.5, label="Spessore base (mm)")
320
+
321
+ gr.Markdown("### Processing")
322
+ quantize_levels = gr.Slider(
323
+ 0, 12, value=0, step=1,
324
+ label="Quantize — livelli di altezza (0 = continuo, 4–6 = gradini)"
325
+ )
326
+ blur = gr.Slider(
327
+ 0, 3, value=0.5, step=0.1,
328
+ label="Smoothing (0 = nessuno)"
329
+ )
330
+ resolution = gr.Slider(
331
+ 100, 400, value=200, step=50,
332
+ label="Risoluzione mesh (px per lato)"
333
+ )
334
+
335
+ gr.Markdown("### Opzioni")
336
+ with gr.Row():
337
+ invert = gr.Checkbox(label="Invert depth (scuro=alto)", value=False)
338
+ tileable = gr.Checkbox(label="Tileable (bordi sfumati)", value=False)
339
+
340
+ with gr.Row():
341
+ preview_btn = gr.Button("Depth map preview", variant="secondary")
342
+ generate_btn = gr.Button("Genera STL", variant="primary")
343
+
344
+ # ── Colonna destra: output ──
345
+ with gr.Column(scale=1):
346
+ gr.Markdown("### Depth map")
347
+ depth_preview = gr.Image(
348
+ label="Depth map — bianco = alto, nero = basso",
349
+ type="numpy",
350
+ interactive=False,
351
+ )
352
+
353
+ gr.Markdown("### Download")
354
+ stl_output = gr.File(label="File STL")
355
+
356
+ gr.Markdown("### Info")
357
+ info_output = gr.Textbox(
358
+ label="",
359
+ lines=8,
360
+ interactive=False,
361
+ )
362
+
363
+ gr.Markdown(INSTRUCTIONS)
364
+
365
+ # ── Logica UI ──
366
+ def toggle_custom_height(mode):
367
+ return gr.update(visible=(mode == "Personalizzata"))
368
+
369
+ tile_h_mode.change(toggle_custom_height, tile_h_mode, tile_h_custom)
370
+
371
+ # Inputs condivisi
372
+ inputs = [
373
+ image_input, tile_w, tile_h_mode, tile_h_custom,
374
+ relief_mm, base_mm, invert, quantize_levels, tileable, blur, resolution
375
+ ]
376
+
377
+ preview_btn.click(
378
+ preview_only,
379
+ inputs=inputs,
380
+ outputs=[depth_preview, info_output],
381
+ )
382
+
383
+ generate_btn.click(
384
+ generate_relief,
385
+ inputs=inputs,
386
+ outputs=[depth_preview, stl_output, info_output],
387
+ )
388
+
389
+ return demo
390
+
391
+
392
+ if __name__ == "__main__":
393
+ app = build_ui()
394
+ app.launch()
relief_workshop.py ADDED
@@ -0,0 +1,357 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ """
2
+ relief_workshop.py
3
+ Image → 3D relief tile — versione workshop Fabrication Topologies
4
+
5
+ Uso:
6
+ python relief_workshop.py input.png [opzioni]
7
+
8
+ Esempi:
9
+ python relief_workshop.py pattern.png
10
+ python relief_workshop.py pattern.png --width 100 --height 100 --relief 4 --base 2
11
+ python relief_workshop.py pattern.png --width 100 --height 100 --invert --tileable
12
+ python relief_workshop.py pattern.png --width 100 --height 100 --relief 6 --quantize 4
13
+
14
+ Dipendenze:
15
+ pip install numpy pillow scipy opencv-python-headless
16
+ """
17
+
18
+ import argparse
19
+ import struct
20
+ import sys
21
+ from pathlib import Path
22
+
23
+ import cv2
24
+ import numpy as np
25
+ from PIL import Image
26
+
27
+
28
+ # ─────────────────────────────────────────────
29
+ # PROCESSING
30
+ # ─────────────────────────────────────────────
31
+
32
+ def load_and_prepare(image_path: str, max_px: int) -> np.ndarray:
33
+ """Carica l'immagine, converte in grigio, ridimensiona."""
34
+ img = Image.open(image_path).convert("RGB")
35
+ ratio = min(max_px / img.width, max_px / img.height)
36
+ new_w = max(2, int(img.width * ratio))
37
+ new_h = max(2, int(img.height * ratio))
38
+ img = img.resize((new_w, new_h), Image.LANCZOS)
39
+ gray = np.array(img.convert("L"), dtype=np.float32)
40
+ return gray
41
+
42
+
43
+ def smooth_heightmap(gray: np.ndarray, blur: float) -> np.ndarray:
44
+ """Bilateral filter + smoothing leggero."""
45
+ if blur <= 0:
46
+ return gray
47
+ sigma_color = min(60, blur * 15)
48
+ sigma_space = min(10, blur * 3)
49
+ result = cv2.bilateralFilter(
50
+ gray.astype(np.uint8), d=9,
51
+ sigmaColor=sigma_color,
52
+ sigmaSpace=sigma_space
53
+ ).astype(np.float32)
54
+ return result
55
+
56
+
57
+ def quantize_heightmap(gray: np.ndarray, levels: int) -> np.ndarray:
58
+ """Quantizza i livelli di altezza: crea un effetto a gradini netti."""
59
+ if levels < 2:
60
+ return gray
61
+ # Divide in N livelli e rimappa
62
+ normalized = gray / 255.0
63
+ quantized = np.floor(normalized * levels) / levels
64
+ return (quantized * 255.0).astype(np.float32)
65
+
66
+
67
+ def make_tileable(gray: np.ndarray, fade_px: int) -> np.ndarray:
68
+ """
69
+ Sfuma i bordi verso la media dell'immagine per permettere l'affiancamento
70
+ senza scalini visibili ai giunti.
71
+ """
72
+ if fade_px <= 0:
73
+ return gray
74
+ h, w = gray.shape
75
+ mean_val = float(np.mean(gray))
76
+ result = gray.copy()
77
+
78
+ fade = min(fade_px, w // 4, h // 4)
79
+ for i in range(fade):
80
+ alpha = i / fade # 0 al bordo → 1 all'interno
81
+ result[i, :] = alpha * gray[i, :] + (1 - alpha) * mean_val
82
+ result[h - 1 - i, :] = alpha * gray[h - 1 - i, :] + (1 - alpha) * mean_val
83
+ result[:, i] = alpha * result[:, i] + (1 - alpha) * mean_val
84
+ result[:, w - 1 - i] = alpha * result[:, w - 1 - i] + (1 - alpha) * mean_val
85
+
86
+ return result
87
+
88
+
89
+ def build_heightmap(
90
+ image_path: str,
91
+ max_px: int = 500,
92
+ invert: bool = False,
93
+ blur: float = 0.5,
94
+ gamma: float = 1.1,
95
+ quantize: int = 0,
96
+ tileable: bool = False,
97
+ fade_px: int = 8,
98
+ ) -> tuple[np.ndarray, int, int]:
99
+ """Pipeline completa da immagine a heightmap normalizzata [0,1]."""
100
+ gray = load_and_prepare(image_path, max_px)
101
+ h, w = gray.shape
102
+
103
+ gray = smooth_heightmap(gray, blur)
104
+
105
+ # Gamma correction
106
+ gray = np.power(gray / 255.0, gamma) * 255.0
107
+
108
+ if quantize >= 2:
109
+ gray = quantize_heightmap(gray, quantize)
110
+
111
+ if tileable:
112
+ gray = make_tileable(gray, fade_px)
113
+
114
+ if invert:
115
+ gray = 255.0 - gray
116
+
117
+ gray = np.clip(gray, 0, 255)
118
+
119
+ # Normalizza [0, 1]
120
+ height_map = gray / 255.0
121
+ return height_map, w, h
122
+
123
+
124
+ # ─────────────────────────────────────────────
125
+ # STL GENERATION
126
+ # ─────────────────────────────────────────────
127
+
128
+ def _pack_triangle(normal, v1, v2, v3) -> bytes:
129
+ return struct.pack(
130
+ "<ffffffffffffH",
131
+ *normal, *v1, *v2, *v3, 0
132
+ )
133
+
134
+
135
+ def heightmap_to_stl(
136
+ height_map: np.ndarray,
137
+ px_w: int,
138
+ px_h: int,
139
+ tile_w_mm: float,
140
+ tile_h_mm: float,
141
+ relief_mm: float,
142
+ base_mm: float,
143
+ ) -> bytes:
144
+ """
145
+ Genera un file STL binario da una heightmap normalizzata [0,1].
146
+
147
+ La superficie superiore è il rilievo.
148
+ La base è piatta a z=0 (superficie inferiore a z=-base_mm internamente,
149
+ ma tutto shiftato così il bottom è a z=0 e il rilievo è in positivo).
150
+ """
151
+ pixel_x = tile_w_mm / (px_w - 1)
152
+ pixel_y = tile_h_mm / (px_h - 1)
153
+
154
+ # z assoluto di ogni pixel della superficie
155
+ # base a z=0, rilievo sale fino a relief_mm
156
+ def z(row, col):
157
+ return base_mm + height_map[row, col] * relief_mm
158
+
159
+ triangles = []
160
+
161
+ # ── Superficie superiore (rilievo) ──
162
+ for row in range(px_h - 1):
163
+ for col in range(px_w - 1):
164
+ x0, x1 = col * pixel_x, (col + 1) * pixel_x
165
+ y0, y1 = (px_h - 1 - row) * pixel_y, (px_h - 2 - row) * pixel_y
166
+
167
+ z00 = z(row, col)
168
+ z10 = z(row, col + 1)
169
+ z01 = z(row + 1, col)
170
+ z11 = z(row + 1, col + 1)
171
+
172
+ v00 = (x0, y0, z00)
173
+ v10 = (x1, y0, z10)
174
+ v01 = (x0, y1, z01)
175
+ v11 = (x1, y1, z11)
176
+
177
+ # Triangolo 1
178
+ e1 = np.subtract(v10, v00)
179
+ e2 = np.subtract(v01, v00)
180
+ n = np.cross(e1, e2)
181
+ nn = n / (np.linalg.norm(n) + 1e-12)
182
+ triangles.append(_pack_triangle(nn, v00, v10, v01))
183
+
184
+ # Triangolo 2
185
+ e1 = np.subtract(v01, v11)
186
+ e2 = np.subtract(v10, v11)
187
+ n = np.cross(e1, e2)
188
+ nn = n / (np.linalg.norm(n) + 1e-12)
189
+ triangles.append(_pack_triangle(nn, v11, v01, v10))
190
+
191
+ # ── Base inferiore (piatta a z=0) ──
192
+ for row in range(px_h - 1):
193
+ for col in range(px_w - 1):
194
+ x0, x1 = col * pixel_x, (col + 1) * pixel_x
195
+ y0, y1 = (px_h - 1 - row) * pixel_y, (px_h - 2 - row) * pixel_y
196
+ n = (0.0, 0.0, -1.0)
197
+ triangles.append(_pack_triangle(n, (x0, y0, 0), (x0, y1, 0), (x1, y0, 0)))
198
+ triangles.append(_pack_triangle(n, (x1, y1, 0), (x1, y0, 0), (x0, y1, 0)))
199
+
200
+ W = tile_w_mm
201
+ H = tile_h_mm
202
+
203
+ # ── Pareti laterali ──
204
+ # Fronte (y=0)
205
+ for col in range(px_w - 1):
206
+ x0, x1 = col * pixel_x, (col + 1) * pixel_x
207
+ z0_top = z(px_h - 1, col)
208
+ z1_top = z(px_h - 1, col + 1)
209
+ n = (0.0, -1.0, 0.0)
210
+ triangles.append(_pack_triangle(n, (x0, 0, 0), (x1, 0, z1_top), (x0, 0, z0_top)))
211
+ triangles.append(_pack_triangle(n, (x0, 0, 0), (x1, 0, 0), (x1, 0, z1_top)))
212
+
213
+ # Retro (y=H)
214
+ for col in range(px_w - 1):
215
+ x0, x1 = col * pixel_x, (col + 1) * pixel_x
216
+ z0_top = z(0, col)
217
+ z1_top = z(0, col + 1)
218
+ n = (0.0, 1.0, 0.0)
219
+ triangles.append(_pack_triangle(n, (x0, H, z0_top), (x1, H, z1_top), (x0, H, 0)))
220
+ triangles.append(_pack_triangle(n, (x1, H, z1_top), (x1, H, 0), (x0, H, 0)))
221
+
222
+ # Sinistra (x=0)
223
+ for row in range(px_h - 1):
224
+ y0 = (px_h - 1 - row) * pixel_y
225
+ y1 = (px_h - 2 - row) * pixel_y
226
+ z0_top = z(row, 0)
227
+ z1_top = z(row + 1, 0)
228
+ n = (-1.0, 0.0, 0.0)
229
+ triangles.append(_pack_triangle(n, (0, y0, z0_top), (0, y1, z1_top), (0, y0, 0)))
230
+ triangles.append(_pack_triangle(n, (0, y1, 0), (0, y0, 0), (0, y1, z1_top)))
231
+
232
+ # Destra (x=W)
233
+ for row in range(px_h - 1):
234
+ y0 = (px_h - 1 - row) * pixel_y
235
+ y1 = (px_h - 2 - row) * pixel_y
236
+ z0_top = z(row, px_w - 1)
237
+ z1_top = z(row + 1, px_w - 1)
238
+ n = (1.0, 0.0, 0.0)
239
+ triangles.append(_pack_triangle(n, (W, y0, 0), (W, y1, z1_top), (W, y0, z0_top)))
240
+ triangles.append(_pack_triangle(n, (W, y0, 0), (W, y1, 0), (W, y1, z1_top)))
241
+
242
+ header = b"\x00" * 80
243
+ count = struct.pack("<I", len(triangles))
244
+ return header + count + b"".join(triangles)
245
+
246
+
247
+ def save_depth_preview(height_map: np.ndarray, out_path: str):
248
+ """Salva la depth map come PNG per verifica visiva."""
249
+ preview = (height_map * 255).astype(np.uint8)
250
+ Image.fromarray(preview).save(out_path)
251
+
252
+
253
+ # ─────────────────────────────────────────────
254
+ # CLI
255
+ # ─────────────────────────────────────────────
256
+
257
+ def main():
258
+ parser = argparse.ArgumentParser(
259
+ description="Image → 3D relief tile STL — Fabrication Topologies workshop",
260
+ formatter_class=argparse.RawDescriptionHelpFormatter,
261
+ epilog="""
262
+ Parametri chiave:
263
+ --width / --height dimensioni della tile in mm (default 100×100)
264
+ --relief altezza massima del rilievo in mm (default 4)
265
+ --base spessore della base piatta in mm (default 2)
266
+ --invert inverte: scuro=alto invece di bianco=alto
267
+ --quantize N quantizza in N livelli di altezza (effetto a gradini)
268
+ es: --quantize 4 → 4 livelli netti, bello per pattern urbani
269
+ --tileable sfuma i bordi per affiancamento senza giunti visibili
270
+ --blur forza del smoothing (default 0.5, 0=nessuno, 2=molto)
271
+ --resolution max pixel per lato (default 500, più alto = più dettaglio ma più lento)
272
+ --preview salva anche la depth map come PNG per verifica
273
+ """,
274
+ )
275
+
276
+ parser.add_argument("input", help="Immagine di input (PNG, JPG, ...)")
277
+ parser.add_argument("--output", "-o", help="File STL di output (default: input_relief.stl)")
278
+ parser.add_argument("--width", type=float, default=100.0, help="Larghezza tile in mm (default 100)")
279
+ parser.add_argument("--height", type=float, default=100.0, help="Altezza tile in mm (default 100, 0=proporzioni originali)")
280
+ parser.add_argument("--relief", type=float, default=4.0, help="Spessore massimo rilievo in mm (default 4)")
281
+ parser.add_argument("--base", type=float, default=2.0, help="Spessore base piatta in mm (default 2)")
282
+ parser.add_argument("--invert", action="store_true", help="Inverte: scuro=alto, bianco=basso")
283
+ parser.add_argument("--quantize", type=int, default=0, metavar="N", help="Quantizza in N livelli (0=continuo)")
284
+ parser.add_argument("--tileable", action="store_true", help="Sfuma i bordi per affiancamento")
285
+ parser.add_argument("--fade", type=int, default=12, help="Pixel di fade per --tileable (default 12)")
286
+ parser.add_argument("--blur", type=float, default=0.5, help="Smoothing (0=nessuno, 0.5=default, 2=molto)")
287
+ parser.add_argument("--gamma", type=float, default=1.1, help="Correzione contrasto (default 1.1)")
288
+ parser.add_argument("--resolution", type=int, default=500, help="Max pixel per lato (default 500)")
289
+ parser.add_argument("--preview", action="store_true", help="Salva depth map PNG per verifica")
290
+
291
+ args = parser.parse_args()
292
+
293
+ # Output path
294
+ input_path = Path(args.input)
295
+ if not input_path.exists():
296
+ print(f"Errore: file non trovato: {args.input}")
297
+ sys.exit(1)
298
+
299
+ output_path = Path(args.output) if args.output else input_path.with_name(input_path.stem + "_relief.stl")
300
+
301
+ print(f"Input: {input_path}")
302
+ print(f"Output: {output_path}")
303
+ print(f"Tile: {args.width:.1f} × {args.height:.1f} mm")
304
+ print(f"Rilievo: {args.relief:.1f} mm | Base: {args.base:.1f} mm")
305
+ print(f"Totale Z: {args.relief + args.base:.1f} mm")
306
+ print(f"Opzioni: invert={args.invert} quantize={args.quantize} tileable={args.tileable}")
307
+ print()
308
+
309
+ # Build heightmap
310
+ print("Elaborazione immagine...")
311
+ height_map, px_w, px_h = build_heightmap(
312
+ str(input_path),
313
+ max_px=args.resolution,
314
+ invert=args.invert,
315
+ blur=args.blur,
316
+ gamma=args.gamma,
317
+ quantize=args.quantize,
318
+ tileable=args.tileable,
319
+ fade_px=args.fade,
320
+ )
321
+ print(f"Risoluzione mesh: {px_w} × {px_h} px ({px_w * px_h:,} vertici)")
322
+
323
+ if args.preview:
324
+ preview_path = input_path.with_name(input_path.stem + "_depthmap.png")
325
+ save_depth_preview(height_map, str(preview_path))
326
+ print(f"Depth map salvata: {preview_path}")
327
+
328
+ # Calcola altezza tile se proporzioni originali
329
+ tile_h = args.height if args.height > 0 else args.width * px_h / px_w
330
+
331
+ # Generate STL
332
+ print("Generazione STL...")
333
+ stl_bytes = heightmap_to_stl(
334
+ height_map, px_w, px_h,
335
+ tile_w_mm=args.width,
336
+ tile_h_mm=tile_h,
337
+ relief_mm=args.relief,
338
+ base_mm=args.base,
339
+ )
340
+
341
+ with open(output_path, "wb") as f:
342
+ f.write(stl_bytes)
343
+
344
+ size_kb = len(stl_bytes) / 1024
345
+ print(f"\n✓ STL salvato: {output_path} ({size_kb:.0f} KB)")
346
+ print(f" Triangoli: {(len(stl_bytes) - 84) // 50:,}")
347
+
348
+ if size_kb > 30_000:
349
+ print(" Avviso: file grande, considera --resolution 300 per ridurre le dimensioni")
350
+
351
+ print()
352
+ print("Impostazioni slicer consigliate:")
353
+ print(" Layer height: 0.15 mm | Infill: 15% | No supports")
354
+
355
+
356
+ if __name__ == "__main__":
357
+ main()
requirements.txt ADDED
@@ -0,0 +1,5 @@
 
 
 
 
 
 
1
+ gradio>=4.0
2
+ numpy
3
+ pillow
4
+ opencv-python-headless
5
+ scipy