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
This commit is contained in:
Patrick Labatut
2020-03-17 12:45:38 -07:00
committed by Facebook GitHub Bot
parent 5d3cc3569a
commit 25d2e2c8b7
20 changed files with 54 additions and 54 deletions

View File

@@ -173,7 +173,7 @@
"\n",
"Load an `.obj` file and it's 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",
"**Meshes** is a unique datastructure provided in PyTorch3D for working with batches of meshes of different sizes. \n",
"\n",
"**Textures** is an auxillary datastructure for storing texture information about meshes. \n",
"\n",
@@ -287,7 +287,7 @@
"source": [
"## 2. Create a renderer\n",
"\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",
"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. "
]
@@ -545,7 +545,7 @@
"source": [
"## 6. Batched Rendering\n",
"\n",
"One of the core design choices of the PyTorch3d API is to suport **batched inputs for all components**. \n",
"One of the core design choices of the PyTorch3D API is to suport **batched inputs for all components**. \n",
"The renderer and associated components can take batched inputs and **render a batch of output images in one forward pass**. We will now use this feature to render the mesh from many different viewpoints.\n"
]
},
@@ -628,7 +628,7 @@
},
"source": [
"## 7. Conclusion\n",
"In this tutorial we learnt how to **load** a textured mesh from an obj file, initialize a PyTorch3d datastructure called **Meshes**, set up an **Renderer** consisting of a **Rasterizer** and a **Shader**, and modify several components of the rendering pipeline. "
"In this tutorial we learnt how to **load** a textured mesh from an obj file, initialize a PyTorch3D datastructure called **Meshes**, set up an **Renderer** consisting of a **Rasterizer** and a **Shader**, and modify several components of the rendering pipeline. "
]
}
],