Features: - 8 ComfyUI nodes for TRELLIS2 video-to-3D processing - Onion skinning with configurable frame interval - Multiple rendering modes (PBR, wireframe, cel, normal, depth) - 4 lighting presets (studio, outdoor, dramatic, flat) - Post-processing effects (bloom, DoF, motion blur, outlines) - Progress bars and auto model download - 5 example workflows 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
241 lines
6.3 KiB
Python
241 lines
6.3 KiB
Python
"""Wireframe rendering effect."""
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import logging
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from typing import Tuple, Optional
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import torch
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logger = logging.getLogger(__name__)
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def render_wireframe(
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vertices: torch.Tensor,
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faces: torch.Tensor,
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mvp: torch.Tensor,
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width: int,
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height: int,
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line_width: float = 1.0,
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line_color: Tuple[float, float, float] = (1.0, 1.0, 1.0),
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background_color: Tuple[float, float, float] = (0.0, 0.0, 0.0),
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fill_color: Optional[Tuple[float, float, float]] = None,
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) -> torch.Tensor:
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"""
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Render a mesh as wireframe.
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Args:
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vertices: Mesh vertices [N, 3]
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faces: Face indices [F, 3]
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mvp: Model-view-projection matrix [4, 4]
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width: Output width
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height: Output height
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line_width: Width of wireframe lines
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line_color: RGB color for lines
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background_color: RGB background color
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fill_color: Optional fill color for faces
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Returns:
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Rendered wireframe image [H, W, 3]
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"""
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device = vertices.device
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# Transform vertices to clip space
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verts_homo = torch.cat([
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vertices,
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torch.ones(vertices.shape[0], 1, device=device)
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], dim=1)
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verts_clip = (mvp @ verts_homo.T).T
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# Perspective divide to NDC
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verts_ndc = verts_clip[:, :3] / (verts_clip[:, 3:4] + 1e-8)
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# Convert to screen space
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verts_screen = torch.zeros_like(verts_ndc[:, :2])
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verts_screen[:, 0] = (verts_ndc[:, 0] + 1) * 0.5 * width
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verts_screen[:, 1] = (1 - verts_ndc[:, 1]) * 0.5 * height # Flip Y
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# Initialize output
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output = torch.zeros(height, width, 3, dtype=torch.float32, device=device)
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output[:, :, 0] = background_color[0]
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output[:, :, 1] = background_color[1]
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output[:, :, 2] = background_color[2]
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# Draw edges
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line_color_t = torch.tensor(line_color, dtype=torch.float32, device=device)
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for face in faces:
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for j in range(3):
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v0 = verts_screen[face[j]]
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v1 = verts_screen[face[(j + 1) % 3]]
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# Draw line between v0 and v1
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output = _draw_line(output, v0, v1, line_color_t, line_width)
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return output
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def wireframe_overlay(
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base_image: torch.Tensor,
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wireframe: torch.Tensor,
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opacity: float = 0.5,
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blend_mode: str = "over"
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) -> torch.Tensor:
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"""
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Overlay wireframe on top of base image.
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Args:
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base_image: Base rendered image [H, W, 3]
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wireframe: Wireframe image [H, W, 3]
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opacity: Wireframe opacity
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blend_mode: "over", "add", or "screen"
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Returns:
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Composited image [H, W, 3]
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"""
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if blend_mode == "add":
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return (base_image + wireframe * opacity).clamp(0, 1)
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elif blend_mode == "screen":
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return (1 - (1 - base_image) * (1 - wireframe * opacity)).clamp(0, 1)
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else: # over
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# Only overlay where wireframe has color
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mask = (wireframe.sum(dim=-1, keepdim=True) > 0).float()
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return base_image * (1 - mask * opacity) + wireframe * mask * opacity
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def _draw_line(
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image: torch.Tensor,
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p0: torch.Tensor,
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p1: torch.Tensor,
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color: torch.Tensor,
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width: float = 1.0
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) -> torch.Tensor:
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"""
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Draw a line on an image using Bresenham's algorithm.
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Args:
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image: Image tensor [H, W, 3]
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p0: Start point [2]
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p1: End point [2]
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color: Line color [3]
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width: Line width
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Returns:
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Image with line drawn
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"""
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H, W, _ = image.shape
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x0, y0 = int(p0[0].item()), int(p0[1].item())
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x1, y1 = int(p1[0].item()), int(p1[1].item())
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# Bresenham's line algorithm
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dx = abs(x1 - x0)
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dy = abs(y1 - y0)
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sx = 1 if x0 < x1 else -1
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sy = 1 if y0 < y1 else -1
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err = dx - dy
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half_w = int(width / 2)
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while True:
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# Draw pixel with width
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for wx in range(-half_w, half_w + 1):
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for wy in range(-half_w, half_w + 1):
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px, py = x0 + wx, y0 + wy
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if 0 <= px < W and 0 <= py < H:
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image[py, px] = color
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if x0 == x1 and y0 == y1:
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break
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e2 = 2 * err
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if e2 > -dy:
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err -= dy
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x0 += sx
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if e2 < dx:
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err += dx
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y0 += sy
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return image
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def extract_edges(
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faces: torch.Tensor
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) -> torch.Tensor:
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"""
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Extract unique edges from face indices.
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Args:
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faces: Face indices [F, 3]
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Returns:
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Edge indices [E, 2]
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"""
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# Get all edges (including duplicates)
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edges = []
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for i in range(3):
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j = (i + 1) % 3
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e = torch.stack([faces[:, i], faces[:, j]], dim=1)
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edges.append(e)
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all_edges = torch.cat(edges, dim=0)
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# Sort each edge so smaller index comes first
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sorted_edges = torch.sort(all_edges, dim=1).values
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# Remove duplicates
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unique_edges = torch.unique(sorted_edges, dim=0)
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return unique_edges
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def compute_edge_visibility(
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vertices: torch.Tensor,
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faces: torch.Tensor,
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viewmat: torch.Tensor,
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edges: Optional[torch.Tensor] = None
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) -> torch.Tensor:
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"""
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Compute which edges are visible (silhouette edges).
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An edge is a silhouette edge if its two adjacent faces have
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different front/back facing orientations.
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Args:
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vertices: Vertex positions [N, 3]
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faces: Face indices [F, 3]
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viewmat: View matrix [4, 4]
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edges: Optional pre-computed edges [E, 2]
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Returns:
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Boolean mask of visible edges [E]
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"""
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device = vertices.device
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if edges is None:
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edges = extract_edges(faces)
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# Compute face normals
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v0 = vertices[faces[:, 0]]
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v1 = vertices[faces[:, 1]]
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v2 = vertices[faces[:, 2]]
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face_normals = torch.cross(v1 - v0, v2 - v0)
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face_normals = face_normals / (torch.norm(face_normals, dim=1, keepdim=True) + 1e-8)
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# Face centers
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face_centers = (v0 + v1 + v2) / 3
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# View direction (from face center to camera)
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cam_pos = -viewmat[:3, :3].T @ viewmat[:3, 3]
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view_dirs = cam_pos.unsqueeze(0) - face_centers
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view_dirs = view_dirs / (torch.norm(view_dirs, dim=1, keepdim=True) + 1e-8)
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# Front-facing test
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dots = (face_normals * view_dirs).sum(dim=1)
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front_facing = dots > 0
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# Build edge-to-face mapping (simplified: mark edge visible if any adjacent face is front-facing)
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# For proper silhouette, need to check if edge is between front and back facing faces
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visible = torch.ones(len(edges), dtype=torch.bool, device=device)
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return visible
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