mirror of
https://github.com/facebookresearch/pytorch3d.git
synced 2025-12-24 16:20:34 +08:00
spelling
Summary: Collection of spelling things, mostly in docs / tutorials. Reviewed By: gkioxari Differential Revision: D26101323 fbshipit-source-id: 652f62bc9d71a4ff872efa21141225e43191353a
This commit is contained in:
committed by
Facebook GitHub Bot
parent
c2e62a5087
commit
124bb5e391
@@ -193,11 +193,11 @@
|
||||
"source": [
|
||||
"### 1. Load a mesh and texture file\n",
|
||||
"\n",
|
||||
"Load an `.obj` file and it's associated `.mtl` file and create a **Textures** and **Meshes** object. \n",
|
||||
"Load an `.obj` file and its associated `.mtl` file and create a **Textures** and **Meshes** object. \n",
|
||||
"\n",
|
||||
"**Meshes** is a unique datastructure provided in PyTorch3D for working with batches of meshes of different sizes. \n",
|
||||
"\n",
|
||||
"**TexturesVertex** is an auxillary datastructure for storing vertex rgb texture information about meshes. \n",
|
||||
"**TexturesVertex** is an auxiliary datastructure for storing vertex rgb texture information about meshes. \n",
|
||||
"\n",
|
||||
"**Meshes** has several class methods which are used throughout the rendering pipeline."
|
||||
]
|
||||
@@ -315,7 +315,7 @@
|
||||
"# purposes only we will set faces_per_pixel=1 and blur_radius=0.0. Refer to \n",
|
||||
"# rasterize_meshes.py for explanations of these parameters. We also leave \n",
|
||||
"# bin_size and max_faces_per_bin to their default values of None, which sets \n",
|
||||
"# their values using huristics and ensures that the faster coarse-to-fine \n",
|
||||
"# their values using heuristics and ensures that the faster coarse-to-fine \n",
|
||||
"# rasterization method is used. Refer to docs/notes/renderer.md for an \n",
|
||||
"# explanation of the difference between naive and coarse-to-fine rasterization. \n",
|
||||
"raster_settings = RasterizationSettings(\n",
|
||||
@@ -324,8 +324,8 @@
|
||||
" faces_per_pixel=1, \n",
|
||||
")\n",
|
||||
"\n",
|
||||
"# Create a phong renderer by composing a rasterizer and a shader. The textured \n",
|
||||
"# phong shader will interpolate the texture uv coordinates for each vertex, \n",
|
||||
"# Create a Phong renderer by composing a rasterizer and a shader. The textured \n",
|
||||
"# Phong shader will interpolate the texture uv coordinates for each vertex, \n",
|
||||
"# sample from a texture image and apply the Phong lighting model\n",
|
||||
"renderer = MeshRenderer(\n",
|
||||
" rasterizer=MeshRasterizer(\n",
|
||||
@@ -386,7 +386,7 @@
|
||||
"id": "gOb4rYx65E8z"
|
||||
},
|
||||
"source": [
|
||||
"Later in this tutorial, we will fit a mesh to the rendered RGB images, as well as to just images of just the cow silhouette. For the latter case, we will render a dataset of silhouette images. Most shaders in PyTorch3D will output an alpha channel along with the RGB image as a 4th channel in an RGBA image. The alpha channel encodes the probability that each pixel belongs to the foreground of the object. We contruct a soft silhouette shader to render this alpha channel."
|
||||
"Later in this tutorial, we will fit a mesh to the rendered RGB images, as well as to just images of just the cow silhouette. For the latter case, we will render a dataset of silhouette images. Most shaders in PyTorch3D will output an alpha channel along with the RGB image as a 4th channel in an RGBA image. The alpha channel encodes the probability that each pixel belongs to the foreground of the object. We construct a soft silhouette shader to render this alpha channel."
|
||||
]
|
||||
},
|
||||
{
|
||||
@@ -607,7 +607,7 @@
|
||||
"id": "QLc9zK8lEqFS"
|
||||
},
|
||||
"source": [
|
||||
"We write an optimization loop to iteratively refine our predicted mesh from the sphere mesh into a mesh that matches the sillhouettes of the target images:"
|
||||
"We write an optimization loop to iteratively refine our predicted mesh from the sphere mesh into a mesh that matches the silhouettes of the target images:"
|
||||
]
|
||||
},
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user