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<!DOCTYPE html><html lang="en"><head><meta charSet="utf-8"/><meta http-equiv="X-UA-Compatible" content="IE=edge"/><title>renderer_getting_started · PyTorch3D</title><meta name="viewport" content="width=device-width"/><meta name="generator" content="Docusaurus"/><meta name="description" content="# Getting Started With Renderer"/><meta name="docsearch:language" content="en"/><meta property="og:title" content="renderer_getting_started · PyTorch3D"/><meta property="og:type" content="website"/><meta property="og:url" content="https://pytorch3d.org/"/><meta property="og:description" content="# Getting Started With Renderer"/><meta property="og:image" content="https://pytorch3d.org/img/pytorch3dlogoicon.svg"/><meta name="twitter:card" content="summary"/><meta name="twitter:image" content="https://pytorch3d.org/img/pytorch3dlogoicon.svg"/><link rel="shortcut icon" href="/img/pytorch3dfavicon.png"/><link rel="stylesheet" href="//cdnjs.cloudflare.com/ajax/libs/highlight.js/9.12.0/styles/default.min.css"/><script>
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<!DOCTYPE html><html lang="en"><head><meta charSet="utf-8"/><meta http-equiv="X-UA-Compatible" content="IE=edge"/><title>renderer_getting_started · PyTorch3D</title><meta name="viewport" content="width=device-width, initial-scale=1.0"/><meta name="generator" content="Docusaurus"/><meta name="description" content="# Getting Started With Renderer"/><meta name="docsearch:language" content="en"/><meta property="og:title" content="renderer_getting_started · PyTorch3D"/><meta property="og:type" content="website"/><meta property="og:url" content="https://pytorch3d.org/"/><meta property="og:description" content="# Getting Started With Renderer"/><meta property="og:image" content="https://pytorch3d.org/img/pytorch3dlogoicon.svg"/><meta name="twitter:card" content="summary"/><meta name="twitter:image" content="https://pytorch3d.org/img/pytorch3dlogoicon.svg"/><link rel="shortcut icon" href="/img/pytorch3dfavicon.png"/><link rel="stylesheet" href="//cdnjs.cloudflare.com/ajax/libs/highlight.js/9.12.0/styles/default.min.css"/><script>
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@@ -94,6 +94,14 @@ giving the barycentric coordinates in NDC units of the nearest faces at each pix
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</ul>
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<p><img align="center" src="assets/opengl_coordframes.png" width="300"></p>
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<hr>
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<h3><a class="anchor" aria-hidden="true" id="rasterizing-non-square-images"></a><a href="#rasterizing-non-square-images" aria-hidden="true" class="hash-link"><svg class="hash-link-icon" aria-hidden="true" height="16" version="1.1" viewBox="0 0 16 16" width="16"><path fill-rule="evenodd" d="M4 9h1v1H4c-1.5 0-3-1.69-3-3.5S2.55 3 4 3h4c1.45 0 3 1.69 3 3.5 0 1.41-.91 2.72-2 3.25V8.59c.58-.45 1-1.27 1-2.09C10 5.22 8.98 4 8 4H4c-.98 0-2 1.22-2 2.5S3 9 4 9zm9-3h-1v1h1c1 0 2 1.22 2 2.5S13.98 12 13 12H9c-.98 0-2-1.22-2-2.5 0-.83.42-1.64 1-2.09V6.25c-1.09.53-2 1.84-2 3.25C6 11.31 7.55 13 9 13h4c1.45 0 3-1.69 3-3.5S14.5 6 13 6z"></path></svg></a>Rasterizing Non Square Images</h3>
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<p>To rasterize an image where H != W, you can specify the <code>image_size</code> in the <code>RasterizationSettings</code> as a tuple of (H, W).</p>
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<p>The aspect ratio needs special consideration. There are two aspect ratios to be aware of:
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- the aspect ratio of each pixel
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- the aspect ratio of the output image
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In the cameras e.g. <code>FoVPerspectiveCameras</code>, the <code>aspect_ratio</code> argument can be used to set the pixel aspect ratio. In the rasterizer, we assume square pixels, but variable image aspect ratio (i.e rectangle images).</p>
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<p>In most cases you will want to set the camera aspect ratio to 1.0 (i.e. square pixels) and only vary the <code>image_size</code> in the <code>RasterizationSettings</code>(i.e. the output image dimensions in pixels).</p>
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<hr>
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<h3><a class="anchor" aria-hidden="true" id="the-pulsar-backend"></a><a href="#the-pulsar-backend" aria-hidden="true" class="hash-link"><svg class="hash-link-icon" aria-hidden="true" height="16" version="1.1" viewBox="0 0 16 16" width="16"><path fill-rule="evenodd" d="M4 9h1v1H4c-1.5 0-3-1.69-3-3.5S2.55 3 4 3h4c1.45 0 3 1.69 3 3.5 0 1.41-.91 2.72-2 3.25V8.59c.58-.45 1-1.27 1-2.09C10 5.22 8.98 4 8 4H4c-.98 0-2 1.22-2 2.5S3 9 4 9zm9-3h-1v1h1c1 0 2 1.22 2 2.5S13.98 12 13 12H9c-.98 0-2-1.22-2-2.5 0-.83.42-1.64 1-2.09V6.25c-1.09.53-2 1.84-2 3.25C6 11.31 7.55 13 9 13h4c1.45 0 3-1.69 3-3.5S14.5 6 13 6z"></path></svg></a>The pulsar backend</h3>
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<p>Since v0.3, <a href="https://arxiv.org/abs/2004.07484">pulsar</a> can be used as a backend for point-rendering. It has a focus on efficiency, which comes with pros and cons: it is highly optimized and all rendering stages are integrated in the CUDA kernels. This leads to significantly higher speed and better scaling behavior. We use it at Facebook Reality Labs to render and optimize scenes with millions of spheres in resolutions up to 4K. You can find a runtime comparison plot below (settings: <code>bin_size=None</code>, <code>points_per_pixel=5</code>, <code>image_size=1024</code>, <code>radius=1e-2</code>, <code>composite_params.radius=1e-4</code>; benchmarked on an RTX 2070 GPU).</p>
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<p><img align="center" src="assets/pulsar_bm.png" width="300"></p>
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@@ -104,9 +112,10 @@ giving the barycentric coordinates in NDC units of the nearest faces at each pix
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<ol>
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<li><strong>Vertex Textures</strong>: D dimensional textures for each vertex (for example an RGB color) which can be interpolated across the face. This can be represented as an <code>(N, V, D)</code> tensor. This is a fairly simple representation though and cannot model complex textures if the mesh faces are large.</li>
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<li><strong>UV Textures</strong>: vertex UV coordinates and <strong>one</strong> texture map for the whole mesh. For a point on a face with given barycentric coordinates, the face color can be computed by interpolating the vertex uv coordinates and then sampling from the texture map. This representation requires two tensors (UVs: <code>(N, V, 2), Texture map:</code>(N, H, W, 3)`), and is limited to only support one texture map per mesh.</li>
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<li><strong>Face Textures</strong>: In more complex cases such as ShapeNet meshes, there are multiple texture maps per mesh and some faces have texture while other do not. For these cases, a more flexible representation is a texture atlas, where each face is represented as an <code>(RxR)</code> texture map where R is the texture resolution. For a given point on the face, the texture value can be sampled from the per face texture map using the barycentric coordinates of the point. This representation requires one tensor of shape <code>(N, F, R, R, 3)</code>. This texturing method is inspired by the SoftRasterizer implementation. For more details refer to the <a href="https://github.com/facebookresearch/pytorch3d/blob/master/pytorch3d/io/mtl_io.py#L123"><code>make_material_atlas</code></a> and <a href="https://github.com/facebookresearch/pytorch3d/blob/master/pytorch3d/renderer/mesh/textures.py#L452"><code>sample_textures</code></a> functions.</li>
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<li><strong>Face Textures</strong>: In more complex cases such as ShapeNet meshes, there are multiple texture maps per mesh and some faces have texture while other do not. For these cases, a more flexible representation is a texture atlas, where each face is represented as an <code>(RxR)</code> texture map where R is the texture resolution. For a given point on the face, the texture value can be sampled from the per face texture map using the barycentric coordinates of the point. This representation requires one tensor of shape <code>(N, F, R, R, 3)</code>. This texturing method is inspired by the SoftRasterizer implementation. For more details refer to the <a href="https://github.com/facebookresearch/pytorch3d/blob/master/pytorch3d/io/mtl_io.py#L123"><code>make_material_atlas</code></a> and <a href="https://github.com/facebookresearch/pytorch3d/blob/master/pytorch3d/renderer/mesh/textures.py#L452"><code>sample_textures</code></a> functions. <strong>NOTE:</strong>: The <code>TexturesAtlas</code> texture sampling is only differentiable with respect to the texture atlas but not differentiable with respect to the barycentric coordinates.</li>
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</ol>
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<p><img src="assets/texturing.jpg" width="1000"></p>
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<hr>
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<h3><a class="anchor" aria-hidden="true" id="a-simple-renderer"></a><a href="#a-simple-renderer" aria-hidden="true" class="hash-link"><svg class="hash-link-icon" aria-hidden="true" height="16" version="1.1" viewBox="0 0 16 16" width="16"><path fill-rule="evenodd" d="M4 9h1v1H4c-1.5 0-3-1.69-3-3.5S2.55 3 4 3h4c1.45 0 3 1.69 3 3.5 0 1.41-.91 2.72-2 3.25V8.59c.58-.45 1-1.27 1-2.09C10 5.22 8.98 4 8 4H4c-.98 0-2 1.22-2 2.5S3 9 4 9zm9-3h-1v1h1c1 0 2 1.22 2 2.5S13.98 12 13 12H9c-.98 0-2-1.22-2-2.5 0-.83.42-1.64 1-2.09V6.25c-1.09.53-2 1.84-2 3.25C6 11.31 7.55 13 9 13h4c1.45 0 3-1.69 3-3.5S14.5 6 13 6z"></path></svg></a>A simple renderer</h3>
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<p>A renderer in PyTorch3D is composed of a <strong>rasterizer</strong> and a <strong>shader</strong>. Create a renderer in a few simple steps:</p>
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<pre><code class="hljs"><span class="hljs-comment"># Imports</span>
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@@ -129,13 +138,14 @@ raster_settings = RasterizationSettings(
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<span class="hljs-attribute">faces_per_pixel</span>=1,
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)
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<span class="hljs-comment"># Create a phong renderer by composing a rasterizer and a shader. Here we can use a predefined</span>
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<span class="hljs-comment"># Create a Phong renderer by composing a rasterizer and a shader. Here we can use a predefined</span>
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<span class="hljs-comment"># PhongShader, passing in the device on which to initialize the default parameters</span>
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renderer = MeshRenderer(
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<span class="hljs-attribute">rasterizer</span>=MeshRasterizer(cameras=cameras, <span class="hljs-attribute">raster_settings</span>=raster_settings),
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<span class="hljs-attribute">shader</span>=HardPhongShader(device=device, <span class="hljs-attribute">cameras</span>=cameras)
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)
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</code></pre>
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<hr>
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<h3><a class="anchor" aria-hidden="true" id="a-custom-shader"></a><a href="#a-custom-shader" aria-hidden="true" class="hash-link"><svg class="hash-link-icon" aria-hidden="true" height="16" version="1.1" viewBox="0 0 16 16" width="16"><path fill-rule="evenodd" d="M4 9h1v1H4c-1.5 0-3-1.69-3-3.5S2.55 3 4 3h4c1.45 0 3 1.69 3 3.5 0 1.41-.91 2.72-2 3.25V8.59c.58-.45 1-1.27 1-2.09C10 5.22 8.98 4 8 4H4c-.98 0-2 1.22-2 2.5S3 9 4 9zm9-3h-1v1h1c1 0 2 1.22 2 2.5S13.98 12 13 12H9c-.98 0-2-1.22-2-2.5 0-.83.42-1.64 1-2.09V6.25c-1.09.53-2 1.84-2 3.25C6 11.31 7.55 13 9 13h4c1.45 0 3-1.69 3-3.5S14.5 6 13 6z"></path></svg></a>A custom shader</h3>
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<p>Shaders are the most flexible part of the PyTorch3D rendering API. We have created some examples of shaders in <code>shaders.py</code> but this is a non exhaustive set.</p>
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<p>A shader can incorporate several steps:</p>
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@@ -158,4 +168,4 @@ renderer = MeshRenderer(
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<tr><td>SoftSilhouetteShader</td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center">✔️</td></tr>
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</tbody>
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</table>
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</span></div></article></div><div class="docLastUpdate"><em>Last updated by Christoph Lassner</em></div><div class="docs-prevnext"><a class="docs-prev button" href="/docs/renderer"><span class="arrow-prev">← </span><span>Overview</span></a><a class="docs-next button" href="/docs/cameras"><span>Cameras</span><span class="arrow-next"> →</span></a></div></div></div><nav class="onPageNav"></nav></div><footer class="nav-footer" id="footer"><section class="sitemap"><div class="footerSection"><div class="social"><a class="github-button" href="https://github.com/facebookresearch/pytorch3d" data-count-href="https://github.com/facebookresearch/pytorch3d/stargazers" data-show-count="true" data-count-aria-label="# stargazers on GitHub" aria-label="Star PyTorch3D on GitHub">pytorch3d</a></div></div></section><a href="https://opensource.facebook.com/" target="_blank" rel="noreferrer noopener" class="fbOpenSource"><img src="/img/oss_logo.png" alt="Facebook Open Source" width="170" height="45"/></a><section class="copyright">Copyright © 2020 Facebook Inc<br/>Legal:<a href="https://opensource.facebook.com/legal/privacy/" target="_blank" rel="noreferrer noopener">Privacy</a><a href="https://opensource.facebook.com/legal/terms/" target="_blank" rel="noreferrer noopener">Terms</a></section></footer></div></body></html>
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</span></div></article></div><div class="docLastUpdate"><em>Last updated by Jeremy Reizenstein</em></div><div class="docs-prevnext"><a class="docs-prev button" href="/docs/renderer"><span class="arrow-prev">← </span><span>Overview</span></a><a class="docs-next button" href="/docs/cameras"><span>Cameras</span><span class="arrow-next"> →</span></a></div></div></div><nav class="onPageNav"></nav></div><footer class="nav-footer" id="footer"><section class="sitemap"><div class="footerSection"><div class="social"><a class="github-button" href="https://github.com/facebookresearch/pytorch3d" data-count-href="https://github.com/facebookresearch/pytorch3d/stargazers" data-show-count="true" data-count-aria-label="# stargazers on GitHub" aria-label="Star PyTorch3D on GitHub">pytorch3d</a></div></div></section><a href="https://opensource.facebook.com/" target="_blank" rel="noreferrer noopener" class="fbOpenSource"><img src="/img/oss_logo.png" alt="Facebook Open Source" width="170" height="45"/></a><section class="copyright">Copyright © 2021 Facebook Inc<br/>Legal:<a href="https://opensource.facebook.com/legal/privacy/" target="_blank" rel="noreferrer noopener">Privacy</a><a href="https://opensource.facebook.com/legal/terms/" target="_blank" rel="noreferrer noopener">Terms</a></section></footer></div></body></html>
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