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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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