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
This commit is contained in:
Nikhila Ravi 2020-08-21 19:18:49 -07:00 committed by Facebook GitHub Bot
parent d330765847
commit 90f6a005b0
4 changed files with 956 additions and 943 deletions

File diff suppressed because it is too large Load Diff

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@ -87,7 +87,7 @@
"from pytorch3d.io import load_objs_as_meshes, load_obj\n",
"\n",
"# Data structures and functions for rendering\n",
"from pytorch3d.structures import Meshes, Textures\n",
"from pytorch3d.structures import Meshes\n",
"from pytorch3d.renderer import (\n",
" look_at_view_transform,\n",
" FoVPerspectiveCameras, \n",
@ -97,7 +97,8 @@
" RasterizationSettings, \n",
" MeshRenderer, \n",
" MeshRasterizer, \n",
" SoftPhongShader\n",
" SoftPhongShader,\n",
" TexturesUV\n",
")\n",
"\n",
"# add path for demo utils functions \n",
@ -170,7 +171,7 @@
"\n",
"**Meshes** is a unique datastructure provided in PyTorch3D for working with batches of meshes of different sizes. \n",
"\n",
"**Textures** is an auxillary datastructure for storing texture information about meshes. \n",
"**TexturesUV** is an auxillary datastructure for storing vertex uv and texture maps for meshes. \n",
"\n",
"**Meshes** has several class methods which are used throughout the rendering pipeline."
]
@ -537,7 +538,7 @@
"source": [
"# We can pass arbirary keyword arguments to the rasterizer/shader via the renderer\n",
"# so the renderer does not need to be reinitialized if any of the settings change.\n",
"images = renderer(meshes, cameras=cameras, lights=lights)"
"images = renderer(mesh, cameras=cameras, lights=lights)"
]
},
{
@ -582,9 +583,9 @@
"backup_notebook_id": "569222367081034"
},
"kernelspec": {
"display_name": "pytorch3d (local)",
"display_name": "intro_to_cv",
"language": "python",
"name": "pytorch3d_local"
"name": "bento_kernel_intro_to_cv"
},
"language_info": {
"codemirror_mode": {

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@ -599,11 +599,6 @@ class TexturesUV(TexturesBase):
if not all(v.device == self.device for v in verts_uvs):
raise ValueError("verts_uvs and faces_uvs must be on the same device")
# These values may be overridden when textures is
# passed into the Meshes constructor. For more details
# refer to the __init__ of Meshes.
self._num_verts_per_mesh = [len(v) for v in verts_uvs]
elif torch.is_tensor(verts_uvs):
if (
verts_uvs.ndim != 3
@ -621,7 +616,6 @@ class TexturesUV(TexturesBase):
# These values may be overridden when textures is
# passed into the Meshes constructor.
max_V = verts_uvs.shape[1]
self._num_verts_per_mesh = [max_V] * self._N
else:
raise ValueError("Expected verts_uvs to be a tensor or list")
@ -758,9 +752,11 @@ class TexturesUV(TexturesBase):
torch.empty((0, 2), dtype=torch.float32, device=self.device)
] * self._N
else:
self._verts_uvs_list = padded_to_list(
self._verts_uvs_padded, split_size=self._num_verts_per_mesh
)
# 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
self._verts_uvs_list = list(self._verts_uvs_padded.unbind(0))
return self._verts_uvs_list
# Currently only the padded maps are used.
@ -783,7 +779,6 @@ class TexturesUV(TexturesBase):
"verts_uvs_padded",
"faces_uvs_padded",
"_num_faces_per_mesh",
"_num_verts_per_mesh",
],
)
new_tex = TexturesUV(
@ -791,8 +786,8 @@ class TexturesUV(TexturesBase):
faces_uvs=new_props["faces_uvs_padded"],
verts_uvs=new_props["verts_uvs_padded"],
)
new_tex._num_faces_per_mesh = new_props["_num_faces_per_mesh"]
new_tex._num_verts_per_mesh = new_props["_num_verts_per_mesh"]
return new_tex
def sample_textures(self, fragments, **kwargs) -> torch.Tensor:
@ -860,6 +855,7 @@ class TexturesUV(TexturesBase):
# right-bottom pixel of input.
pixel_uvs = pixel_uvs * 2.0 - 1.0
texture_maps = torch.flip(texture_maps, [2]) # flip y axis of the texture map
if texture_maps.device != pixel_uvs.device:
texture_maps = texture_maps.to(pixel_uvs.device)

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@ -588,10 +588,19 @@ class TestTexturesUV(TestCaseMixin, unittest.TestCase):
tex_init = tex_mesh.textures
new_tex = new_mesh.textures
new_tex_num_verts = new_mesh.num_verts_per_mesh()
for i in range(len(tex_mesh)):
for n in range(N):
tex_nv = new_tex_num_verts[i * N + n]
self.assertClose(
tex_init.verts_uvs_list()[i], new_tex.verts_uvs_list()[i * N + n]
# The original textures were initialized using
# verts uvs list
tex_init.verts_uvs_list()[i],
# In the new textures, the verts_uvs are initialized
# from padded. The verts per mesh are not used to
# convert from padded to list. See TexturesUV for an
# explanation.
new_tex.verts_uvs_list()[i * N + n][:tex_nv, ...],
)
self.assertClose(
tex_init.faces_uvs_list()[i], new_tex.faces_uvs_list()[i * N + n]