Summary: Collection of spelling things, mostly in docs / tutorials.

Reviewed By: gkioxari

Differential Revision: D26101323

fbshipit-source-id: 652f62bc9d71a4ff872efa21141225e43191353a
This commit is contained in:
Jeremy Reizenstein
2021-04-09 09:57:55 -07:00
committed by Facebook GitHub Bot
parent c2e62a5087
commit 124bb5e391
75 changed files with 220 additions and 217 deletions

View File

@@ -191,11 +191,11 @@
"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",
"**TexturesUV** is an auxillary datastructure for storing vertex uv and texture maps for meshes. \n",
"**TexturesUV** is an auxiliary datastructure for storing vertex uv and texture maps for meshes. \n",
"\n",
"**Meshes** has several class methods which are used throughout the rendering pipeline."
]
@@ -317,7 +317,7 @@
"\n",
"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",
"\n",
"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. "
"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. "
]
},
{
@@ -352,7 +352,7 @@
"# -z direction. \n",
"lights = PointLights(device=device, location=[[0.0, 0.0, -3.0]])\n",
"\n",
"# Create a phong renderer by composing a rasterizer and a shader. The textured phong shader will \n",
"# Create a Phong renderer by composing a rasterizer and a shader. The textured Phong shader will \n",
"# interpolate the texture uv coordinates for each vertex, sample from a texture image and \n",
"# apply the Phong lighting model\n",
"renderer = MeshRenderer(\n",
@@ -418,7 +418,7 @@
"source": [
"## 4. Move the light behind the object and re-render\n",
"\n",
"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",
"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",
"\n",
"In this case, we can simply update the location of the lights and pass them into the call to the renderer. \n",
"\n",
@@ -579,7 +579,7 @@
},
"outputs": [],
"source": [
"# We can pass arbirary keyword arguments to the rasterizer/shader via the renderer\n",
"# We can pass arbitrary keyword arguments to the rasterizer/shader via the renderer\n",
"# so the renderer does not need to be reinitialized if any of the settings change.\n",
"images = renderer(meshes, cameras=cameras, lights=lights)"
]