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fit_textured_mesh tutorial fixes
Summary: Updated to FoV cameras and added perspective_correct=False, otherwise it'll nan out. Reviewed By: bottler Differential Revision: D35970900 fbshipit-source-id: 569b8de0b124d415f4b841924ddc85585cee2dda
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@ -118,7 +118,7 @@
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"from pytorch3d.structures import Meshes\n",
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"from pytorch3d.renderer import (\n",
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" look_at_view_transform,\n",
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" OpenGLPerspectiveCameras, \n",
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" FoVPerspectiveCameras, \n",
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" PointLights, \n",
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" DirectionalLights, \n",
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" Materials, \n",
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@ -304,11 +304,11 @@
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"# broadcasting. So we can view the camera from the a distance of dist=2.7, and \n",
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"# then specify elevation and azimuth angles for each viewpoint as tensors. \n",
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"R, T = look_at_view_transform(dist=2.7, elev=elev, azim=azim)\n",
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"cameras = OpenGLPerspectiveCameras(device=device, R=R, T=T)\n",
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"cameras = FoVPerspectiveCameras(device=device, R=R, T=T)\n",
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"\n",
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"# We arbitrarily choose one particular view that will be used to visualize \n",
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"# results\n",
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"camera = OpenGLPerspectiveCameras(device=device, R=R[None, 1, ...], \n",
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"camera = FoVPerspectiveCameras(device=device, R=R[None, 1, ...], \n",
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" T=T[None, 1, ...]) \n",
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"\n",
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"# Define the settings for rasterization and shading. Here we set the output \n",
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@ -351,7 +351,7 @@
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"# Our multi-view cow dataset will be represented by these 2 lists of tensors,\n",
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"# each of length num_views.\n",
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"target_rgb = [target_images[i, ..., :3] for i in range(num_views)]\n",
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"target_cameras = [OpenGLPerspectiveCameras(device=device, R=R[None, i, ...], \n",
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"target_cameras = [FoVPerspectiveCameras(device=device, R=R[None, i, ...], \n",
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" T=T[None, i, ...]) for i in range(num_views)]"
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]
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},
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@ -708,6 +708,7 @@
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" image_size=128, \n",
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" blur_radius=np.log(1. / 1e-4 - 1.)*sigma, \n",
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" faces_per_pixel=50, \n",
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" perspective_correct=False, \n",
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")\n",
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"\n",
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"# Differentiable soft renderer using per vertex RGB colors for texture\n",
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