Adding support for changing background color

Summary: Adds support to hard_rgb_blend and hard blending shaders in shader.py (HardPhongShader, HardGouraudShader, and HardFlatShader) for changing the background color on which objects are rendered

Reviewed By: nikhilaravi

Differential Revision: D21746062

fbshipit-source-id: 08001200f4339d6a69c52405c6b8f4cac9f3f56e
This commit is contained in:
Luya Gao
2020-06-01 07:58:44 -07:00
committed by Facebook GitHub Bot
parent e3819a49df
commit 65620e716c
4 changed files with 75 additions and 23 deletions

View File

@@ -4,6 +4,7 @@ import unittest
import numpy as np
import torch
from common_testing import TestCaseMixin
from pytorch3d.renderer.blending import (
BlendParams,
hard_rgb_blend,
@@ -128,7 +129,7 @@ def softmax_blend_naive(colors, fragments, blend_params):
return pixel_colors
class TestBlending(unittest.TestCase):
class TestBlending(TestCaseMixin, unittest.TestCase):
def setUp(self) -> None:
torch.manual_seed(42)
@@ -156,7 +157,7 @@ class TestBlending(unittest.TestCase):
def test_hard_rgb_blend(self):
N, H, W, K = 5, 10, 10, 20
pix_to_face = torch.ones((N, H, W, K))
pix_to_face = torch.randint(low=-1, high=100, size=(N, H, W, K))
bary_coords = torch.ones((N, H, W, K, 3))
fragments = Fragments(
pix_to_face=pix_to_face,
@@ -164,14 +165,21 @@ class TestBlending(unittest.TestCase):
zbuf=pix_to_face, # dummy
dists=pix_to_face, # dummy
)
colors = bary_coords.clone()
top_k = torch.randn((K, 3))
colors[..., :, :] = top_k
images = hard_rgb_blend(colors, fragments)
expected_vals = torch.ones((N, H, W, 4))
pix_cols = torch.ones_like(expected_vals[..., :3]) * top_k[0, :]
expected_vals[..., :3] = pix_cols
self.assertTrue(torch.allclose(images, expected_vals))
colors = torch.randn((N, H, W, K, 3))
blend_params = BlendParams(1e-4, 1e-4, (0.5, 0.5, 1))
images = hard_rgb_blend(colors, fragments, blend_params)
# Examine if the foreground colors are correct.
is_foreground = pix_to_face[..., 0] >= 0
self.assertClose(images[is_foreground][:, :3], colors[is_foreground][..., 0, :])
# Examine if the background colors are correct.
for i in range(3): # i.e. RGB
channel_color = blend_params.background_color[i]
self.assertTrue(images[~is_foreground][..., i].eq(channel_color).all())
# Examine the alpha channel is correct
self.assertTrue(images[..., 3].eq(1).all())
def test_sigmoid_alpha_blend_manual_gradients(self):
# Create dummy outputs of rasterization

View File

@@ -77,6 +77,7 @@ class TestRenderMeshes(TestCaseMixin, unittest.TestCase):
image_size=512, blur_radius=0.0, faces_per_pixel=1
)
rasterizer = MeshRasterizer(cameras=cameras, raster_settings=raster_settings)
blend_params = BlendParams(1e-4, 1e-4, (0, 0, 0))
# Test several shaders
shaders = {
@@ -85,7 +86,12 @@ class TestRenderMeshes(TestCaseMixin, unittest.TestCase):
"flat": HardFlatShader,
}
for (name, shader_init) in shaders.items():
shader = shader_init(lights=lights, cameras=cameras, materials=materials)
shader = shader_init(
lights=lights,
cameras=cameras,
materials=materials,
blend_params=blend_params,
)
renderer = MeshRenderer(rasterizer=rasterizer, shader=shader)
images = renderer(sphere_mesh)
filename = "simple_sphere_light_%s%s.png" % (name, postfix)
@@ -105,7 +111,10 @@ class TestRenderMeshes(TestCaseMixin, unittest.TestCase):
########################################################
lights.location[..., 2] = -2.0
phong_shader = HardPhongShader(
lights=lights, cameras=cameras, materials=materials
lights=lights,
cameras=cameras,
materials=materials,
blend_params=blend_params,
)
phong_renderer = MeshRenderer(rasterizer=rasterizer, shader=phong_shader)
images = phong_renderer(sphere_mesh, lights=lights)
@@ -162,6 +171,7 @@ class TestRenderMeshes(TestCaseMixin, unittest.TestCase):
materials = Materials(device=device)
lights = PointLights(device=device)
lights.location = torch.tensor([0.0, 0.0, +2.0], device=device)[None]
blend_params = BlendParams(1e-4, 1e-4, (0, 0, 0))
# Init renderer
rasterizer = MeshRasterizer(cameras=cameras, raster_settings=raster_settings)
@@ -171,7 +181,12 @@ class TestRenderMeshes(TestCaseMixin, unittest.TestCase):
"flat": HardFlatShader,
}
for (name, shader_init) in shaders.items():
shader = shader_init(lights=lights, cameras=cameras, materials=materials)
shader = shader_init(
lights=lights,
cameras=cameras,
materials=materials,
blend_params=blend_params,
)
renderer = MeshRenderer(rasterizer=rasterizer, shader=shader)
images = renderer(sphere_meshes)
image_ref = load_rgb_image(