mirror of
https://github.com/facebookresearch/pytorch3d.git
synced 2025-12-17 21:00:38 +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
@@ -113,15 +113,15 @@ def generate_cow_renders(
|
||||
# purposes only we will set faces_per_pixel=1 and blur_radius=0.0. Refer to
|
||||
# rasterize_meshes.py for explanations of these parameters. We also leave
|
||||
# bin_size and max_faces_per_bin to their default values of None, which sets
|
||||
# their values using huristics and ensures that the faster coarse-to-fine
|
||||
# their values using heuristics and ensures that the faster coarse-to-fine
|
||||
# rasterization method is used. Refer to docs/notes/renderer.md for an
|
||||
# explanation of the difference between naive and coarse-to-fine rasterization.
|
||||
raster_settings = RasterizationSettings(
|
||||
image_size=128, blur_radius=0.0, faces_per_pixel=1
|
||||
)
|
||||
|
||||
# Create a phong renderer by composing a rasterizer and a shader. The textured
|
||||
# phong shader will interpolate the texture uv coordinates for each vertex,
|
||||
# Create a Phong renderer by composing a rasterizer and a shader. The textured
|
||||
# Phong shader will interpolate the texture uv coordinates for each vertex,
|
||||
# sample from a texture image and apply the Phong lighting model
|
||||
blend_params = BlendParams(sigma=1e-4, gamma=1e-4, background_color=(0.0, 0.0, 0.0))
|
||||
renderer = MeshRenderer(
|
||||
|
||||
Reference in New Issue
Block a user