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Use a consistent case for PyTorch3D
Summary: Use a consistent case for PyTorch3D (matching the logo...): replace all occurrences of PyTorch3d with PyTorch3D across the codebase (including documentation and notebooks) Reviewed By: wanyenlo, gkioxari Differential Revision: D20427546 fbshipit-source-id: 8c7697f51434c51e99b7fe271935932c72a1d9b9
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@@ -34,7 +34,7 @@ The differentiable renderer API is experimental and subject to change!.
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### Coordinate transformation conventions
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Rendering requires transformations between several different coordinate frames: world space, view/camera space, NDC space and screen space. At each step it is important to know where the camera is located, how the +X, +Y, +Z axes are aligned and the possible range of values. The following figure outlines the conventions used PyTorch3d.
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Rendering requires transformations between several different coordinate frames: world space, view/camera space, NDC space and screen space. At each step it is important to know where the camera is located, how the +X, +Y, +Z axes are aligned and the possible range of values. The following figure outlines the conventions used PyTorch3D.
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<img src="assets/transformations_overview.png" width="1000">
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@@ -45,18 +45,18 @@ For example, given a teapot mesh, the world coordinate frame, camera coordiante
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---
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**NOTE: PyTorch3d vs OpenGL**
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**NOTE: PyTorch3D vs OpenGL**
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While we tried to emulate several aspects of OpenGL, there are differences in the coordinate frame conventions.
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- The default world coordinate frame in PyTorch3D has +Z pointing in to the screen whereas in OpenGL, +Z is pointing out of the screen. Both are right handed.
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- The NDC coordinate system in PyTorch3d is **right-handed** compared with a **left-handed** NDC coordinate system in OpenGL (the projection matrix switches the handedness).
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- The NDC coordinate system in PyTorch3D is **right-handed** compared with a **left-handed** NDC coordinate system in OpenGL (the projection matrix switches the handedness).
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<img align="center" src="assets/opengl_coordframes.png" width="300">
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---
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### A simple renderer
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A renderer in PyTorch3d is composed of a **rasterizer** and a **shader**. Create a renderer in a few simple steps:
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A renderer in PyTorch3D is composed of a **rasterizer** and a **shader**. Create a renderer in a few simple steps:
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```
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# Imports
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