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synced 2025-08-02 03:42:50 +08:00
multigpu mesh rendering fixes
Summary: Small fix and updated tests for multigpu rendering case. This resolves the issue seen in: https://github.com/facebookresearch/pytorch3d/issues/401 Reviewed By: gkioxari Differential Revision: D24314681 fbshipit-source-id: 84c5a5359844c77518b48044001daa9a86f3c43a
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@ -8,9 +8,10 @@ from typing import Any, Union
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import numpy as np
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import torch
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import torch.nn as nn
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class TensorAccessor(object):
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class TensorAccessor(nn.Module):
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"""
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A helper class to be used with the __getitem__ method. This can be used for
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getting/setting the values for an attribute of a class at one particular
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@ -82,7 +83,7 @@ class TensorAccessor(object):
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BROADCAST_TYPES = (float, int, list, tuple, torch.Tensor, np.ndarray)
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class TensorProperties(object):
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class TensorProperties(nn.Module):
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"""
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A mix-in class for storing tensors as properties with helper methods.
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"""
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@ -1042,67 +1042,3 @@ class TestRenderMeshes(TestCaseMixin, unittest.TestCase):
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)
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self.assertClose(rgb, image_ref, atol=0.05)
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def test_to(self):
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# Test moving all the tensors in the renderer to a new device
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# to support multigpu rendering.
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device1 = torch.device("cpu")
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R, T = look_at_view_transform(1500, 0.0, 0.0)
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# Init shader settings
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materials = Materials(device=device1)
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lights = PointLights(device=device1)
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lights.location = torch.tensor([0.0, 0.0, +1000.0], device=device1)[None]
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raster_settings = RasterizationSettings(
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image_size=256, blur_radius=0.0, faces_per_pixel=1
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)
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cameras = FoVPerspectiveCameras(
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device=device1, R=R, T=T, aspect_ratio=1.0, fov=60.0, zfar=100
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)
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rasterizer = MeshRasterizer(cameras=cameras, raster_settings=raster_settings)
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blend_params = BlendParams(
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1e-4,
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1e-4,
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background_color=torch.zeros(3, dtype=torch.float32, device=device1),
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)
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shader = SoftPhongShader(
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lights=lights,
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cameras=cameras,
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materials=materials,
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blend_params=blend_params,
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)
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renderer = MeshRenderer(rasterizer=rasterizer, shader=shader)
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def _check_props_on_device(renderer, device):
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self.assertEqual(renderer.rasterizer.cameras.device, device)
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self.assertEqual(renderer.shader.cameras.device, device)
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self.assertEqual(renderer.shader.lights.device, device)
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self.assertEqual(renderer.shader.lights.ambient_color.device, device)
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self.assertEqual(renderer.shader.materials.device, device)
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self.assertEqual(renderer.shader.materials.ambient_color.device, device)
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mesh = ico_sphere(2, device1)
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verts_padded = mesh.verts_padded()
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textures = TexturesVertex(
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verts_features=torch.ones_like(verts_padded, device=device1)
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)
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mesh.textures = textures
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_check_props_on_device(renderer, device1)
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# Test rendering on cpu
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output_images = renderer(mesh)
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self.assertEqual(output_images.device, device1)
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# Move renderer and mesh to another device and re render
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# This also tests that background_color is correctly moved to
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# the new device
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device2 = torch.device("cuda:0")
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renderer.to(device2)
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mesh = mesh.to(device2)
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_check_props_on_device(renderer, device2)
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output_images = renderer(mesh)
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self.assertEqual(output_images.device, device2)
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159
tests/test_render_multigpu.py
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159
tests/test_render_multigpu.py
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@ -0,0 +1,159 @@
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# Copyright (c) Facebook, Inc. and its affiliates. All rights reserved.
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import unittest
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import torch
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import torch.nn as nn
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from common_testing import TestCaseMixin, get_random_cuda_device
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from pytorch3d.renderer import (
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BlendParams,
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HardGouraudShader,
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Materials,
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MeshRasterizer,
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MeshRenderer,
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PointLights,
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RasterizationSettings,
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SoftPhongShader,
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TexturesVertex,
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)
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from pytorch3d.renderer.cameras import FoVPerspectiveCameras, look_at_view_transform
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from pytorch3d.structures.meshes import Meshes
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from pytorch3d.utils.ico_sphere import ico_sphere
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# Set the number of GPUS you want to test with
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NUM_GPUS = 3
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GPU_LIST = list({get_random_cuda_device() for _ in range(NUM_GPUS)})
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print("GPUs: %s" % ", ".join(GPU_LIST))
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class TestRenderMultiGPU(TestCaseMixin, unittest.TestCase):
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def _check_mesh_renderer_props_on_device(self, renderer, device):
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"""
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Helper function to check that all the properties of the mesh
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renderer have been moved to the correct device.
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"""
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# Cameras
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self.assertEqual(renderer.rasterizer.cameras.device, device)
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self.assertEqual(renderer.rasterizer.cameras.R.device, device)
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self.assertEqual(renderer.rasterizer.cameras.T.device, device)
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self.assertEqual(renderer.shader.cameras.device, device)
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self.assertEqual(renderer.shader.cameras.R.device, device)
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self.assertEqual(renderer.shader.cameras.T.device, device)
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# Lights and Materials
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self.assertEqual(renderer.shader.lights.device, device)
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self.assertEqual(renderer.shader.lights.ambient_color.device, device)
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self.assertEqual(renderer.shader.materials.device, device)
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self.assertEqual(renderer.shader.materials.ambient_color.device, device)
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def test_mesh_renderer_to(self):
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"""
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Test moving all the tensors in the mesh renderer to a new device.
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"""
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device1 = torch.device("cpu")
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R, T = look_at_view_transform(1500, 0.0, 0.0)
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# Init shader settings
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materials = Materials(device=device1)
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lights = PointLights(device=device1)
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lights.location = torch.tensor([0.0, 0.0, +1000.0], device=device1)[None]
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raster_settings = RasterizationSettings(
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image_size=256, blur_radius=0.0, faces_per_pixel=1
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)
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cameras = FoVPerspectiveCameras(
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device=device1, R=R, T=T, aspect_ratio=1.0, fov=60.0, zfar=100
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)
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rasterizer = MeshRasterizer(cameras=cameras, raster_settings=raster_settings)
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blend_params = BlendParams(
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1e-4,
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1e-4,
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background_color=torch.zeros(3, dtype=torch.float32, device=device1),
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)
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shader = SoftPhongShader(
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lights=lights,
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cameras=cameras,
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materials=materials,
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blend_params=blend_params,
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)
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renderer = MeshRenderer(rasterizer=rasterizer, shader=shader)
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mesh = ico_sphere(2, device1)
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verts_padded = mesh.verts_padded()
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textures = TexturesVertex(
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verts_features=torch.ones_like(verts_padded, device=device1)
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)
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mesh.textures = textures
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self._check_mesh_renderer_props_on_device(renderer, device1)
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# Test rendering on cpu
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output_images = renderer(mesh)
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self.assertEqual(output_images.device, device1)
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# Move renderer and mesh to another device and re render
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# This also tests that background_color is correctly moved to
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# the new device
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device2 = torch.device("cuda:0")
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renderer.to(device2)
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mesh = mesh.to(device2)
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self._check_mesh_renderer_props_on_device(renderer, device2)
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output_images = renderer(mesh)
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self.assertEqual(output_images.device, device2)
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def test_render_meshes(self):
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test = self
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class Model(nn.Module):
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def __init__(self):
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super(Model, self).__init__()
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mesh = ico_sphere(3)
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self.register_buffer("faces", mesh.faces_padded())
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self.renderer = self.init_render()
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def init_render(self):
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cameras = FoVPerspectiveCameras()
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raster_settings = RasterizationSettings(
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image_size=128, blur_radius=0.0, faces_per_pixel=1
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)
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lights = PointLights(
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ambient_color=((1.0, 1.0, 1.0),),
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diffuse_color=((0, 0.0, 0),),
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specular_color=((0.0, 0, 0),),
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location=((0.0, 0.0, 1e5),),
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)
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renderer = MeshRenderer(
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rasterizer=MeshRasterizer(
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cameras=cameras, raster_settings=raster_settings
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),
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shader=HardGouraudShader(cameras=cameras, lights=lights),
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)
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return renderer
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def forward(self, verts, texs):
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batch_size = verts.size(0)
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self.renderer.to(verts.device)
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tex = TexturesVertex(verts_features=texs)
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faces = self.faces.expand(batch_size, -1, -1).to(verts.device)
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mesh = Meshes(verts, faces, tex).to(verts.device)
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test._check_mesh_renderer_props_on_device(self.renderer, verts.device)
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img_render = self.renderer(mesh)
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return img_render[:, :, :, :3]
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# DataParallel requires every input tensor be provided
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# on the first device in its device_ids list.
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verts = ico_sphere(3).verts_padded()
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texs = verts.new_ones(verts.shape)
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model = Model()
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model = nn.DataParallel(model, device_ids=GPU_LIST)
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model.to(f"cuda:{model.device_ids[0]}")
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# Test a few iterations
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for _ in range(100):
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model(verts, texs)
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