update gamecraft
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# SPDX-License-Identifier: Apache-2.0
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"""
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Basic example for HunyuanGameCraft video generation using FastVideo.
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HunyuanGameCraft is a camera-controllable video generation model that uses
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Plücker coordinate representation (6D ray format) for camera pose conditioning.
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This example demonstrates:
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1. Text-to-video generation with camera control
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2. Using CameraNet for processing camera states
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3. Integration with the FastVideo pipeline
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Usage:
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python basic_hunyuangamecraft.py --prompt "A game scene" --output video_output.mp4
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Note: This requires converted HunyuanGameCraft weights. If using official weights,
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run the conversion script first:
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python scripts/checkpoint_conversion/convert_gamecraft_to_fastvideo.py \
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--source /path/to/official_weights/gamecraft_model_states.pt \
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--output converted_weights/HunyuanGameCraft
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"""
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import argparse
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import time
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import numpy as np
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import torch
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from fastvideo import VideoGenerator
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from fastvideo.logger import init_logger
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logger = init_logger(__name__)
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def create_camera_trajectory(
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num_frames: int,
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height: int,
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width: int,
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trajectory_type: str = "forward",
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) -> torch.Tensor:
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"""
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Create camera trajectory using Plücker coordinates.
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Plücker coordinates represent a 3D line (ray) using 6 numbers:
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- First 3: Direction vector (d)
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- Last 3: Moment vector (m = p × d, where p is a point on the line)
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Args:
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num_frames: Number of frames in the video
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height: Height of the video in pixels
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width: Width of the video in pixels
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trajectory_type: Type of camera trajectory
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- "forward": Camera moves forward
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- "backward": Camera moves backward
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- "left": Camera moves left
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- "right": Camera moves right
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- "stationary": Camera stays still
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- "orbit": Camera orbits around center
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Returns:
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Camera states tensor of shape [num_frames, 6, height, width]
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"""
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# Create a grid of pixel coordinates
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y_coords = torch.linspace(-1, 1, height)
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x_coords = torch.linspace(-1, 1, width)
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grid_y, grid_x = torch.meshgrid(y_coords, x_coords, indexing='ij')
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camera_states = torch.zeros(num_frames, 6, height, width)
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for frame_idx in range(num_frames):
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t = frame_idx / max(num_frames - 1, 1) # Normalized time [0, 1]
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# Define camera movement based on trajectory type
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if trajectory_type == "forward":
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# Camera moves forward (positive z direction)
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direction = torch.tensor([0.0, 0.0, 1.0])
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position = torch.tensor([0.0, 0.0, -3.0 + t * 2.0])
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elif trajectory_type == "backward":
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# Camera moves backward (negative z direction)
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direction = torch.tensor([0.0, 0.0, -1.0])
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position = torch.tensor([0.0, 0.0, -1.0 - t * 2.0])
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elif trajectory_type == "left":
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# Camera moves left (negative x direction)
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direction = torch.tensor([-1.0, 0.0, 0.0])
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position = torch.tensor([1.0 - t * 2.0, 0.0, -2.0])
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elif trajectory_type == "right":
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# Camera moves right (positive x direction)
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direction = torch.tensor([1.0, 0.0, 0.0])
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position = torch.tensor([-1.0 + t * 2.0, 0.0, -2.0])
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elif trajectory_type == "orbit":
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# Camera orbits around center
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angle = t * 2 * np.pi # Full rotation
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radius = 3.0
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position = torch.tensor([
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radius * np.sin(angle),
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0.0,
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-radius * np.cos(angle)
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])
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# Direction points toward center
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direction = -position / position.norm()
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else: # stationary
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direction = torch.tensor([0.0, 0.0, 1.0])
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position = torch.tensor([0.0, 0.0, -3.0])
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# Normalize direction
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direction = direction / direction.norm()
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# Compute Plücker coordinates for each pixel
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# For each pixel, we create a ray from the camera through that pixel
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for y in range(height):
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for x in range(width):
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# Pixel direction in camera space (normalized device coordinates)
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pixel_dir = torch.tensor([
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grid_x[y, x].item(),
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grid_y[y, x].item(),
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1.0
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])
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pixel_dir = pixel_dir / pixel_dir.norm()
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# Transform to world space (simplified - assuming identity rotation)
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world_dir = pixel_dir
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# Moment vector: m = p × d
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moment = torch.cross(position, world_dir)
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# Store Plücker coordinates: [d, m]
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camera_states[frame_idx, 0:3, y, x] = world_dir
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camera_states[frame_idx, 3:6, y, x] = moment
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return camera_states
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def create_simple_camera_states(
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num_frames: int,
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height: int,
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width: int,
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trajectory_type: str = "forward",
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) -> torch.Tensor:
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"""
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Create simplified camera states for testing.
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This creates camera states using a simpler approach that's more efficient
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for testing purposes. For production use, you may want to use more
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sophisticated camera trajectory generation.
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Args:
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num_frames: Number of frames
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height: Video height
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width: Video width
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trajectory_type: Type of camera movement
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Returns:
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Camera states tensor of shape [num_frames, 6, height, width]
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"""
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camera_states = torch.zeros(num_frames, 6, height, width)
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# Movement vectors for different trajectories
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movement_configs = {
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"forward": (0.0, 0.0, 0.1), # +z direction
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"backward": (0.0, 0.0, -0.1), # -z direction
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"left": (-0.1, 0.0, 0.0), # -x direction
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"right": (0.1, 0.0, 0.0), # +x direction
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"up": (0.0, 0.1, 0.0), # +y direction
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"down": (0.0, -0.1, 0.0), # -y direction
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"stationary": (0.0, 0.0, 0.0), # no movement
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}
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move = movement_configs.get(trajectory_type, (0.0, 0.0, 0.0))
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for frame_idx in range(num_frames):
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t = frame_idx / max(num_frames - 1, 1)
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# Direction (first 3 channels) - forward direction with slight variation
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camera_states[frame_idx, 0, :, :] = move[0] * t # x component
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camera_states[frame_idx, 1, :, :] = move[1] * t # y component
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camera_states[frame_idx, 2, :, :] = 1.0 + move[2] * t # z component
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# Moment (last 3 channels) - simplified
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camera_states[frame_idx, 3, :, :] = 0.0
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camera_states[frame_idx, 4, :, :] = 0.0
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camera_states[frame_idx, 5, :, :] = 0.0
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return camera_states
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# Default settings
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DEFAULT_MODEL_PATH = "converted_weights/HunyuanGameCraft"
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DEFAULT_PROMPT = (
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"A first-person view of walking through a dense forest. "
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"Sunlight filters through the canopy, creating dappled shadows on the ground. "
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"The camera moves forward steadily."
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)
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DEFAULT_OUTPUT_PATH = "video_samples_hunyuangamecraft"
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def main():
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parser = argparse.ArgumentParser(
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description="HunyuanGameCraft video generation with FastVideo"
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)
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parser.add_argument(
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"--model-path",
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type=str,
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default=DEFAULT_MODEL_PATH,
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help="Path to converted HunyuanGameCraft weights"
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)
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parser.add_argument(
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"--prompt",
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type=str,
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default=DEFAULT_PROMPT,
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help="Text prompt for video generation"
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)
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parser.add_argument(
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"--negative-prompt",
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type=str,
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default="",
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help="Negative prompt"
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)
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parser.add_argument(
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"--output-path",
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type=str,
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default=DEFAULT_OUTPUT_PATH,
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help="Output video path"
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)
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parser.add_argument(
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"--num-frames",
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type=int,
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default=33,
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help="Number of frames (default: 33, ~1.3s at 24fps)"
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)
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parser.add_argument(
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"--height",
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type=int,
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default=704,
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help="Video height in pixels"
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)
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parser.add_argument(
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"--width",
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type=int,
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default=1280,
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help="Video width in pixels"
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)
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parser.add_argument(
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"--num-inference-steps",
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type=int,
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default=50,
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help="Number of denoising steps"
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)
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parser.add_argument(
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"--guidance-scale",
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type=float,
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default=6.0,
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help="Classifier-free guidance scale"
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)
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parser.add_argument(
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"--seed",
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type=int,
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default=42,
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help="Random seed for reproducibility"
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)
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parser.add_argument(
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"--trajectory",
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type=str,
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default="forward",
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choices=["forward", "backward", "left", "right", "up", "down", "stationary"],
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help="Camera trajectory type"
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)
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parser.add_argument(
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"--num-gpus",
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type=int,
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default=1,
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help="Number of GPUs to use"
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)
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parser.add_argument(
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"--cpu-offload",
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action="store_true",
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help="Enable CPU offloading for memory-constrained setups"
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)
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args = parser.parse_args()
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print("=" * 60)
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print("HunyuanGameCraft Video Generation")
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print("=" * 60)
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print(f"Model path: {args.model_path}")
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print(f"Prompt: {args.prompt[:100]}...")
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print(f"Resolution: {args.height}x{args.width}")
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print(f"Frames: {args.num_frames}")
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print(f"Camera trajectory: {args.trajectory}")
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print(f"Output: {args.output_path}")
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print("=" * 60)
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# Initialize generator
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print("\nInitializing VideoGenerator...")
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generator = VideoGenerator.from_pretrained(
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args.model_path,
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num_gpus=args.num_gpus,
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use_fsdp_inference=args.num_gpus > 1,
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dit_cpu_offload=args.cpu_offload,
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vae_cpu_offload=args.cpu_offload,
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text_encoder_cpu_offload=args.cpu_offload,
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pin_cpu_memory=True,
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)
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# Create camera trajectory
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print(f"\nCreating camera trajectory ({args.trajectory})...")
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camera_states = create_simple_camera_states(
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num_frames=args.num_frames,
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height=args.height,
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width=args.width,
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trajectory_type=args.trajectory,
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)
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# Add batch dimension
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camera_states = camera_states.unsqueeze(0) # [1, F, 6, H, W]
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print(f"Camera states shape: {camera_states.shape}")
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# Generate video
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print("\nGenerating video...")
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start_time = time.time()
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result = generator.generate_video(
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prompt=args.prompt,
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negative_prompt=args.negative_prompt,
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camera_states=camera_states,
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num_frames=args.num_frames,
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height=args.height,
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width=args.width,
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num_inference_steps=args.num_inference_steps,
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guidance_scale=args.guidance_scale,
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seed=args.seed,
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output_path=args.output_path,
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save_video=True,
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)
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elapsed = time.time() - start_time
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print(f"\nVideo generated successfully!")
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print(f"Saved to: {args.output_path}")
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print(f"Generation time: {elapsed:.2f}s")
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print(f"Frames per second: {args.num_frames / elapsed:.2f}")
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return result
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if __name__ == "__main__":
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main()
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