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Tutorials textures updates and fix bug in extending meshes with uv textures
Summary: Found a bug in extending textures with vertex uv coordinates. This was due to the padded -> list conversion of vertex uv coordinates i.e. The number of vertices in the mesh and in verts_uvs can differ e.g. if a vertex is shared between 3 faces, it can have up to 3 different uv coordinates. Therefore we cannot convert directly from padded to list using _num_verts_per_mesh Reviewed By: bottler Differential Revision: D23233595 fbshipit-source-id: 0c66d15baae697ead0bdc384f74c27d4c6539fc9
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@ -87,7 +87,7 @@
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"from pytorch3d.io import load_objs_as_meshes, load_obj\n",
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"\n",
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"# Data structures and functions for rendering\n",
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"from pytorch3d.structures import Meshes, Textures\n",
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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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" FoVPerspectiveCameras, \n",
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@ -97,7 +97,8 @@
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" RasterizationSettings, \n",
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" MeshRenderer, \n",
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" MeshRasterizer, \n",
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" SoftPhongShader\n",
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" SoftPhongShader,\n",
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" TexturesUV\n",
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")\n",
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"\n",
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"# add path for demo utils functions \n",
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@ -170,7 +171,7 @@
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"\n",
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"**Meshes** is a unique datastructure provided in PyTorch3D for working with batches of meshes of different sizes. \n",
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"\n",
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"**Textures** is an auxillary datastructure for storing texture information about meshes. \n",
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"**TexturesUV** is an auxillary datastructure for storing vertex uv and texture maps for meshes. \n",
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"\n",
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"**Meshes** has several class methods which are used throughout the rendering pipeline."
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]
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@ -537,7 +538,7 @@
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"source": [
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"# We can pass arbirary keyword arguments to the rasterizer/shader via the renderer\n",
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"# so the renderer does not need to be reinitialized if any of the settings change.\n",
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"images = renderer(meshes, cameras=cameras, lights=lights)"
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"images = renderer(mesh, cameras=cameras, lights=lights)"
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]
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},
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{
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@ -582,9 +583,9 @@
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"backup_notebook_id": "569222367081034"
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},
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"kernelspec": {
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"display_name": "pytorch3d (local)",
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"display_name": "intro_to_cv",
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"language": "python",
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"name": "pytorch3d_local"
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"name": "bento_kernel_intro_to_cv"
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},
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"language_info": {
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"codemirror_mode": {
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@ -599,11 +599,6 @@ class TexturesUV(TexturesBase):
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if not all(v.device == self.device for v in verts_uvs):
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raise ValueError("verts_uvs and faces_uvs must be on the same device")
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# These values may be overridden when textures is
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# passed into the Meshes constructor. For more details
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# refer to the __init__ of Meshes.
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self._num_verts_per_mesh = [len(v) for v in verts_uvs]
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elif torch.is_tensor(verts_uvs):
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if (
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verts_uvs.ndim != 3
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@ -621,7 +616,6 @@ class TexturesUV(TexturesBase):
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# These values may be overridden when textures is
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# passed into the Meshes constructor.
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max_V = verts_uvs.shape[1]
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self._num_verts_per_mesh = [max_V] * self._N
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else:
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raise ValueError("Expected verts_uvs to be a tensor or list")
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@ -758,9 +752,11 @@ class TexturesUV(TexturesBase):
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torch.empty((0, 2), dtype=torch.float32, device=self.device)
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] * self._N
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else:
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self._verts_uvs_list = padded_to_list(
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self._verts_uvs_padded, split_size=self._num_verts_per_mesh
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)
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# The number of vertices in the mesh and in verts_uvs can differ
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# e.g. if a vertex is shared between 3 faces, it can
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# have up to 3 different uv coordinates. Therefore we cannot
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# convert directly from padded to list using _num_verts_per_mesh
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self._verts_uvs_list = list(self._verts_uvs_padded.unbind(0))
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return self._verts_uvs_list
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# Currently only the padded maps are used.
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@ -783,7 +779,6 @@ class TexturesUV(TexturesBase):
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"verts_uvs_padded",
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"faces_uvs_padded",
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"_num_faces_per_mesh",
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"_num_verts_per_mesh",
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],
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)
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new_tex = TexturesUV(
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@ -791,8 +786,8 @@ class TexturesUV(TexturesBase):
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faces_uvs=new_props["faces_uvs_padded"],
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verts_uvs=new_props["verts_uvs_padded"],
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)
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new_tex._num_faces_per_mesh = new_props["_num_faces_per_mesh"]
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new_tex._num_verts_per_mesh = new_props["_num_verts_per_mesh"]
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return new_tex
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def sample_textures(self, fragments, **kwargs) -> torch.Tensor:
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@ -860,6 +855,7 @@ class TexturesUV(TexturesBase):
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# right-bottom pixel of input.
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pixel_uvs = pixel_uvs * 2.0 - 1.0
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texture_maps = torch.flip(texture_maps, [2]) # flip y axis of the texture map
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if texture_maps.device != pixel_uvs.device:
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texture_maps = texture_maps.to(pixel_uvs.device)
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@ -588,10 +588,19 @@ class TestTexturesUV(TestCaseMixin, unittest.TestCase):
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tex_init = tex_mesh.textures
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new_tex = new_mesh.textures
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new_tex_num_verts = new_mesh.num_verts_per_mesh()
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for i in range(len(tex_mesh)):
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for n in range(N):
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tex_nv = new_tex_num_verts[i * N + n]
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self.assertClose(
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tex_init.verts_uvs_list()[i], new_tex.verts_uvs_list()[i * N + n]
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# The original textures were initialized using
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# verts uvs list
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tex_init.verts_uvs_list()[i],
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# In the new textures, the verts_uvs are initialized
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# from padded. The verts per mesh are not used to
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# convert from padded to list. See TexturesUV for an
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# explanation.
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new_tex.verts_uvs_list()[i * N + n][:tex_nv, ...],
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)
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self.assertClose(
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tex_init.faces_uvs_list()[i], new_tex.faces_uvs_list()[i * N + n]
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