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Summary: Collection of spelling things, mostly in docs / tutorials. Reviewed By: gkioxari Differential Revision: D26101323 fbshipit-source-id: 652f62bc9d71a4ff872efa21141225e43191353a
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@@ -191,11 +191,11 @@
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"source": [
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"### 1. Load a mesh and texture file\n",
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"\n",
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"Load an `.obj` file and it's associated `.mtl` file and create a **Textures** and **Meshes** object. \n",
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"Load an `.obj` file and its associated `.mtl` file and create a **Textures** and **Meshes** object. \n",
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"\n",
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"**Meshes** is a unique datastructure provided in PyTorch3D for working with batches of meshes of different sizes. \n",
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"\n",
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"**TexturesUV** is an auxillary datastructure for storing vertex uv and texture maps for meshes. \n",
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"**TexturesUV** is an auxiliary datastructure for storing vertex uv and texture maps for meshes. \n",
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"\n",
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"**Meshes** has several class methods which are used throughout the rendering pipeline."
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]
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@@ -317,7 +317,7 @@
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"\n",
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"A renderer in PyTorch3D is composed of a **rasterizer** and a **shader** which each have a number of subcomponents such as a **camera** (orthographic/perspective). Here we initialize some of these components and use default values for the rest.\n",
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"\n",
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"In this example we will first create a **renderer** which uses a **perspective camera**, a **point light** and applies **phong shading**. Then we learn how to vary different components using the modular API. "
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"In this example we will first create a **renderer** which uses a **perspective camera**, a **point light** and applies **Phong shading**. Then we learn how to vary different components using the modular API. "
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]
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},
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{
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@@ -352,7 +352,7 @@
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"# -z direction. \n",
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"lights = PointLights(device=device, location=[[0.0, 0.0, -3.0]])\n",
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"\n",
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"# Create a phong renderer by composing a rasterizer and a shader. The textured phong shader will \n",
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"# Create a Phong renderer by composing a rasterizer and a shader. The textured Phong shader will \n",
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"# interpolate the texture uv coordinates for each vertex, sample from a texture image and \n",
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"# apply the Phong lighting model\n",
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"renderer = MeshRenderer(\n",
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@@ -418,7 +418,7 @@
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"source": [
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"## 4. Move the light behind the object and re-render\n",
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"\n",
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"We can pass arbirary keyword arguments to the `rasterizer`/`shader` via the call to the `renderer` so the renderer does not need to be reinitialized if any of the settings change/\n",
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"We can pass arbitrary keyword arguments to the `rasterizer`/`shader` via the call to the `renderer` so the renderer does not need to be reinitialized if any of the settings change/\n",
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"\n",
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"In this case, we can simply update the location of the lights and pass them into the call to the renderer. \n",
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"\n",
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@@ -579,7 +579,7 @@
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},
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"outputs": [],
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"source": [
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"# We can pass arbirary keyword arguments to the rasterizer/shader via the renderer\n",
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"# We can pass arbitrary keyword arguments to the rasterizer/shader via the renderer\n",
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"# so the renderer does not need to be reinitialized if any of the settings change.\n",
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"images = renderer(meshes, cameras=cameras, lights=lights)"
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]
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