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<h2><a class="anchor" aria-hidden="true" id="use-cases-for-batch-modes"></a><a href="#use-cases-for-batch-modes" aria-hidden="true" class="hash-link"><svg class="hash-link-icon" aria-hidden="true" height="16" version="1.1" viewBox="0 0 16 16" width="16"><path fill-rule="evenodd" d="M4 9h1v1H4c-1.5 0-3-1.69-3-3.5S2.55 3 4 3h4c1.45 0 3 1.69 3 3.5 0 1.41-.91 2.72-2 3.25V8.59c.58-.45 1-1.27 1-2.09C10 5.22 8.98 4 8 4H4c-.98 0-2 1.22-2 2.5S3 9 4 9zm9-3h-1v1h1c1 0 2 1.22 2 2.5S13.98 12 13 12H9c-.98 0-2-1.22-2-2.5 0-.83.42-1.64 1-2.09V6.25c-1.09.53-2 1.84-2 3.25C6 11.31 7.55 13 9 13h4c1.45 0 3-1.69 3-3.5S14.5 6 13 6z"></path></svg></a>Use cases for batch modes</h2>
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<p>The need for different mesh batch modes is inherent to the way pytorch operators are implemented. To fully utilize the optimized pytorch ops, the <a href="https://github.com/facebookresearch/pytorch3d/blob/master/pytorch3d/structures/meshes.py">Meshes</a> data structure allows for efficient conversion between the different batch modes. This is crucial when aiming for a fast and efficient training cycle. An example of this is <a href="https://github.com/facebookresearch/meshrcnn">Mesh R-CNN</a>. Here, in the same forward pass different parts of the network assume different inputs, which are computed by converting between the different batch modes. In particular, <a href="https://github.com/facebookresearch/pytorch3d/blob/master/pytorch3d/ops/vert_align.py">vert_align</a> assumes a <em>padded</em> input tensor while immediately after <a href="https://github.com/facebookresearch/pytorch3d/blob/master/pytorch3d/ops/graph_conv.py">graph_conv</a> assumes a <em>packed</em> input tensor.</p>
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<p><img src="assets/meshrcnn.png" alt="meshrcnn" width="700" align="middle" /></p>
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</span></div></article></div><div class="docLastUpdate"><em>Last updated by Nikhila Ravi</em></div><div class="docs-prevnext"><a class="docs-prev button" href="/docs/why_pytorch3d"><span class="arrow-prev">← </span><span class="function-name-prevnext">Why PyTorch3d</span></a><a class="docs-next button" href="/docs/meshes_io"><span>Loading from file</span><span class="arrow-next"> →</span></a></div></div></div><nav class="onPageNav"><ul class="toc-headings"><li><a href="#batch-modes-for-meshes">Batch modes for meshes</a></li><li><a href="#use-cases-for-batch-modes">Use cases for batch modes</a></li></ul></nav></div><footer class="nav-footer" id="footer"><section class="sitemap"><div class="footerSection"><div class="social"><a class="github-button" href="https://github.com/facebookresearch/pytorch3d" data-count-href="https://github.com/facebookresearch/pytorch3d/stargazers" data-show-count="true" data-count-aria-label="# stargazers on GitHub" aria-label="Star PyTorch3d on GitHub">pytorch3d</a></div></div></section><a href="https://opensource.facebook.com/" target="_blank" rel="noreferrer noopener" class="fbOpenSource"><img src="/img/oss_logo.png" alt="Facebook Open Source" width="170" height="45"/></a><section class="copyright">Copyright © 2020 Facebook Inc</section></footer></div></body></html>
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</span></div></article></div><div class="docLastUpdate"><em>Last updated by Nikhila Ravi</em></div><div class="docs-prevnext"><a class="docs-prev button" href="/docs/why_pytorch3d"><span class="arrow-prev">← </span><span class="function-name-prevnext">Why PyTorch3D</span></a><a class="docs-next button" href="/docs/meshes_io"><span>Loading from file</span><span class="arrow-next"> →</span></a></div></div></div><nav class="onPageNav"><ul class="toc-headings"><li><a href="#batch-modes-for-meshes">Batch modes for meshes</a></li><li><a href="#use-cases-for-batch-modes">Use cases for batch modes</a></li></ul></nav></div><footer class="nav-footer" id="footer"><section class="sitemap"><div class="footerSection"><div class="social"><a class="github-button" href="https://github.com/facebookresearch/pytorch3d" data-count-href="https://github.com/facebookresearch/pytorch3d/stargazers" data-show-count="true" data-count-aria-label="# stargazers on GitHub" aria-label="Star PyTorch3D on GitHub">pytorch3d</a></div></div></section><a href="https://opensource.facebook.com/" target="_blank" rel="noreferrer noopener" class="fbOpenSource"><img src="/img/oss_logo.png" alt="Facebook Open Source" width="170" height="45"/></a><section class="copyright">Copyright © 2020 Facebook Inc</section></footer></div></body></html>
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<h2><a class="anchor" aria-hidden="true" id="use-cases-for-batch-modes"></a><a href="#use-cases-for-batch-modes" aria-hidden="true" class="hash-link"><svg class="hash-link-icon" aria-hidden="true" height="16" version="1.1" viewBox="0 0 16 16" width="16"><path fill-rule="evenodd" d="M4 9h1v1H4c-1.5 0-3-1.69-3-3.5S2.55 3 4 3h4c1.45 0 3 1.69 3 3.5 0 1.41-.91 2.72-2 3.25V8.59c.58-.45 1-1.27 1-2.09C10 5.22 8.98 4 8 4H4c-.98 0-2 1.22-2 2.5S3 9 4 9zm9-3h-1v1h1c1 0 2 1.22 2 2.5S13.98 12 13 12H9c-.98 0-2-1.22-2-2.5 0-.83.42-1.64 1-2.09V6.25c-1.09.53-2 1.84-2 3.25C6 11.31 7.55 13 9 13h4c1.45 0 3-1.69 3-3.5S14.5 6 13 6z"></path></svg></a>Use cases for batch modes</h2>
|
||||
<p>The need for different mesh batch modes is inherent to the way pytorch operators are implemented. To fully utilize the optimized pytorch ops, the <a href="https://github.com/facebookresearch/pytorch3d/blob/master/pytorch3d/structures/meshes.py">Meshes</a> data structure allows for efficient conversion between the different batch modes. This is crucial when aiming for a fast and efficient training cycle. An example of this is <a href="https://github.com/facebookresearch/meshrcnn">Mesh R-CNN</a>. Here, in the same forward pass different parts of the network assume different inputs, which are computed by converting between the different batch modes. In particular, <a href="https://github.com/facebookresearch/pytorch3d/blob/master/pytorch3d/ops/vert_align.py">vert_align</a> assumes a <em>padded</em> input tensor while immediately after <a href="https://github.com/facebookresearch/pytorch3d/blob/master/pytorch3d/ops/graph_conv.py">graph_conv</a> assumes a <em>packed</em> input tensor.</p>
|
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<p><img src="assets/meshrcnn.png" alt="meshrcnn" width="700" align="middle" /></p>
|
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</span></div></article></div><div class="docLastUpdate"><em>Last updated by Nikhila Ravi</em></div><div class="docs-prevnext"><a class="docs-prev button" href="/docs/why_pytorch3d"><span class="arrow-prev">← </span><span class="function-name-prevnext">Why PyTorch3d</span></a><a class="docs-next button" href="/docs/meshes_io"><span>Loading from file</span><span class="arrow-next"> →</span></a></div></div></div><nav class="onPageNav"><ul class="toc-headings"><li><a href="#batch-modes-for-meshes">Batch modes for meshes</a></li><li><a href="#use-cases-for-batch-modes">Use cases for batch modes</a></li></ul></nav></div><footer class="nav-footer" id="footer"><section class="sitemap"><div class="footerSection"><div class="social"><a class="github-button" href="https://github.com/facebookresearch/pytorch3d" data-count-href="https://github.com/facebookresearch/pytorch3d/stargazers" data-show-count="true" data-count-aria-label="# stargazers on GitHub" aria-label="Star PyTorch3d on GitHub">pytorch3d</a></div></div></section><a href="https://opensource.facebook.com/" target="_blank" rel="noreferrer noopener" class="fbOpenSource"><img src="/img/oss_logo.png" alt="Facebook Open Source" width="170" height="45"/></a><section class="copyright">Copyright © 2020 Facebook Inc</section></footer></div></body></html>
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</span></div></article></div><div class="docLastUpdate"><em>Last updated by Nikhila Ravi</em></div><div class="docs-prevnext"><a class="docs-prev button" href="/docs/why_pytorch3d"><span class="arrow-prev">← </span><span class="function-name-prevnext">Why PyTorch3D</span></a><a class="docs-next button" href="/docs/meshes_io"><span>Loading from file</span><span class="arrow-next"> →</span></a></div></div></div><nav class="onPageNav"><ul class="toc-headings"><li><a href="#batch-modes-for-meshes">Batch modes for meshes</a></li><li><a href="#use-cases-for-batch-modes">Use cases for batch modes</a></li></ul></nav></div><footer class="nav-footer" id="footer"><section class="sitemap"><div class="footerSection"><div class="social"><a class="github-button" href="https://github.com/facebookresearch/pytorch3d" data-count-href="https://github.com/facebookresearch/pytorch3d/stargazers" data-show-count="true" data-count-aria-label="# stargazers on GitHub" aria-label="Star PyTorch3D on GitHub">pytorch3d</a></div></div></section><a href="https://opensource.facebook.com/" target="_blank" rel="noreferrer noopener" class="fbOpenSource"><img src="/img/oss_logo.png" alt="Facebook Open Source" width="170" height="45"/></a><section class="copyright">Copyright © 2020 Facebook Inc</section></footer></div></body></html>
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</script><script type="text/javascript" src="https://buttons.github.io/buttons.js"></script><script src="/js/scrollSpy.js"></script><link rel="stylesheet" href="/css/main.css"/><script src="/js/codetabs.js"></script></head><body class="sideNavVisible separateOnPageNav"><div class="fixedHeaderContainer"><div class="headerWrapper wrapper"><header><a href="/"><img class="logo" src="/img/pytorch3dfavicon.png" alt="PyTorch3D"/><h2 class="headerTitleWithLogo">PyTorch3D</h2></a><div class="navigationWrapper navigationSlider"><nav class="slidingNav"><ul class="nav-site nav-site-internal"><li class="siteNavGroupActive"><a href="/docs/why_pytorch3d" target="_self">Docs</a></li><li class=""><a href="/tutorials" target="_self">Tutorials</a></li><li class=""><a href="https://pytorch3d.readthedocs.io/" target="_self">API</a></li><li class=""><a href="https://github.com/facebookresearch/pytorch3d" target="_self">GitHub</a></li></ul></nav></div></header></div></div><div class="navPusher"><div class="docMainWrapper wrapper"><div class="docsNavContainer" id="docsNav"><nav class="toc"><div class="toggleNav"><section class="navWrapper wrapper"><div class="navBreadcrumb wrapper"><div class="navToggle" id="navToggler"><div class="hamburger-menu"><div class="line1"></div><div class="line2"></div><div class="line3"></div></div></div><h2><i>›</i><span>Meshes</span></h2><div class="tocToggler" id="tocToggler"><i class="icon-toc"></i></div></div><div class="navGroups"><div class="navGroup"><h3 class="navGroupCategoryTitle">Introduction</h3><ul class=""><li class="navListItem"><a class="navItem" href="/docs/why_pytorch3d">Why PyTorch3D</a></li></ul></div><div class="navGroup"><h3 class="navGroupCategoryTitle">Meshes</h3><ul class=""><li class="navListItem"><a class="navItem" href="/docs/batching">Batching</a></li><li class="navListItem navListItemActive"><a class="navItem" href="/docs/meshes_io">Loading from file</a></li></ul></div><div class="navGroup"><h3 class="navGroupCategoryTitle">Differentiable Renderer</h3><ul class=""><li class="navListItem"><a class="navItem" href="/docs/renderer">Overview</a></li><li class="navListItem"><a class="navItem" href="/docs/renderer_getting_started">Getting Started</a></li></ul></div></div></section></div><script>
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<span class="hljs-comment"># Initialise the mesh with textures</span>
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<span class="hljs-attr">meshes</span> = Meshes(verts=[verts], faces=[faces.verts_idx], textures=tex)
|
||||
</code></pre>
|
||||
<p>The <code>load_objs_as_meshes</code> function provides this procedure.</p>
|
||||
<h2><a class="anchor" aria-hidden="true" id="ply"></a><a href="#ply" aria-hidden="true" class="hash-link"><svg class="hash-link-icon" aria-hidden="true" height="16" version="1.1" viewBox="0 0 16 16" width="16"><path fill-rule="evenodd" d="M4 9h1v1H4c-1.5 0-3-1.69-3-3.5S2.55 3 4 3h4c1.45 0 3 1.69 3 3.5 0 1.41-.91 2.72-2 3.25V8.59c.58-.45 1-1.27 1-2.09C10 5.22 8.98 4 8 4H4c-.98 0-2 1.22-2 2.5S3 9 4 9zm9-3h-1v1h1c1 0 2 1.22 2 2.5S13.98 12 13 12H9c-.98 0-2-1.22-2-2.5 0-.83.42-1.64 1-2.09V6.25c-1.09.53-2 1.84-2 3.25C6 11.31 7.55 13 9 13h4c1.45 0 3-1.69 3-3.5S14.5 6 13 6z"></path></svg></a>PLY</h2>
|
||||
<p>Ply files are flexible in the way they store additional information, pytorch3d
|
||||
provides a function just to read the vertices and faces from a ply file.
|
||||
@@ -115,4 +116,4 @@ are not triangles will be split into triangles. A Meshes object containing a
|
||||
single mesh can be created from this data using</p>
|
||||
<pre><code class="hljs"> meshes = <span class="hljs-constructor">Meshes(<span class="hljs-params">verts</span>=[<span class="hljs-params">verts</span>], <span class="hljs-params">faces</span>=[<span class="hljs-params">faces</span>])</span>
|
||||
</code></pre>
|
||||
</span></div></article></div><div class="docLastUpdate"><em>Last updated by Nikhila Ravi</em></div><div class="docs-prevnext"><a class="docs-prev button" href="/docs/batching"><span class="arrow-prev">← </span><span>Batching</span></a><a class="docs-next button" href="/docs/renderer"><span>Overview</span><span class="arrow-next"> →</span></a></div></div></div><nav class="onPageNav"><ul class="toc-headings"><li><a href="#obj">OBJ</a></li><li><a href="#ply">PLY</a></li></ul></nav></div><footer class="nav-footer" id="footer"><section class="sitemap"><div class="footerSection"><div class="social"><a class="github-button" href="https://github.com/facebookresearch/pytorch3d" data-count-href="https://github.com/facebookresearch/pytorch3d/stargazers" data-show-count="true" data-count-aria-label="# stargazers on GitHub" aria-label="Star PyTorch3d on GitHub">pytorch3d</a></div></div></section><a href="https://opensource.facebook.com/" target="_blank" rel="noreferrer noopener" class="fbOpenSource"><img src="/img/oss_logo.png" alt="Facebook Open Source" width="170" height="45"/></a><section class="copyright">Copyright © 2020 Facebook Inc</section></footer></div></body></html>
|
||||
</span></div></article></div><div class="docLastUpdate"><em>Last updated by Jeremy Reizenstein</em></div><div class="docs-prevnext"><a class="docs-prev button" href="/docs/batching"><span class="arrow-prev">← </span><span>Batching</span></a><a class="docs-next button" href="/docs/renderer"><span>Overview</span><span class="arrow-next"> →</span></a></div></div></div><nav class="onPageNav"><ul class="toc-headings"><li><a href="#obj">OBJ</a></li><li><a href="#ply">PLY</a></li></ul></nav></div><footer class="nav-footer" id="footer"><section class="sitemap"><div class="footerSection"><div class="social"><a class="github-button" href="https://github.com/facebookresearch/pytorch3d" data-count-href="https://github.com/facebookresearch/pytorch3d/stargazers" data-show-count="true" data-count-aria-label="# stargazers on GitHub" aria-label="Star PyTorch3D on GitHub">pytorch3d</a></div></div></section><a href="https://opensource.facebook.com/" target="_blank" rel="noreferrer noopener" class="fbOpenSource"><img src="/img/oss_logo.png" alt="Facebook Open Source" width="170" height="45"/></a><section class="copyright">Copyright © 2020 Facebook Inc</section></footer></div></body></html>
|
||||
@@ -6,7 +6,7 @@
|
||||
|
||||
ga('create', 'UA-157376881-1', 'auto');
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||||
ga('send', 'pageview');
|
||||
</script><script type="text/javascript" src="https://buttons.github.io/buttons.js"></script><script src="/js/scrollSpy.js"></script><link rel="stylesheet" href="/css/main.css"/><script src="/js/codetabs.js"></script></head><body class="sideNavVisible separateOnPageNav"><div class="fixedHeaderContainer"><div class="headerWrapper wrapper"><header><a href="/"><img class="logo" src="/img/pytorch3dfavicon.png" alt="PyTorch3D"/><h2 class="headerTitleWithLogo">PyTorch3D</h2></a><div class="navigationWrapper navigationSlider"><nav class="slidingNav"><ul class="nav-site nav-site-internal"><li class="siteNavGroupActive"><a href="/docs/why_pytorch3d" target="_self">Docs</a></li><li class=""><a href="/tutorials" target="_self">Tutorials</a></li><li class=""><a href="https://pytorch3d.readthedocs.io/" target="_self">API</a></li><li class=""><a href="https://github.com/facebookresearch/pytorch3d" target="_self">GitHub</a></li></ul></nav></div></header></div></div><div class="navPusher"><div class="docMainWrapper wrapper"><div class="docsNavContainer" id="docsNav"><nav class="toc"><div class="toggleNav"><section class="navWrapper wrapper"><div class="navBreadcrumb wrapper"><div class="navToggle" id="navToggler"><div class="hamburger-menu"><div class="line1"></div><div class="line2"></div><div class="line3"></div></div></div><h2><i>›</i><span>Meshes</span></h2><div class="tocToggler" id="tocToggler"><i class="icon-toc"></i></div></div><div class="navGroups"><div class="navGroup"><h3 class="navGroupCategoryTitle">Introduction</h3><ul class=""><li class="navListItem"><a class="navItem" href="/docs/why_pytorch3d">Why PyTorch3d</a></li></ul></div><div class="navGroup"><h3 class="navGroupCategoryTitle">Meshes</h3><ul class=""><li class="navListItem"><a class="navItem" href="/docs/batching">Batching</a></li><li class="navListItem navListItemActive"><a class="navItem" href="/docs/meshes_io">Loading from file</a></li></ul></div><div class="navGroup"><h3 class="navGroupCategoryTitle">Differentiable Renderer</h3><ul class=""><li class="navListItem"><a class="navItem" href="/docs/renderer">Overview</a></li><li class="navListItem"><a class="navItem" href="/docs/renderer_getting_started">Getting Started</a></li></ul></div></div></section></div><script>
|
||||
</script><script type="text/javascript" src="https://buttons.github.io/buttons.js"></script><script src="/js/scrollSpy.js"></script><link rel="stylesheet" href="/css/main.css"/><script src="/js/codetabs.js"></script></head><body class="sideNavVisible separateOnPageNav"><div class="fixedHeaderContainer"><div class="headerWrapper wrapper"><header><a href="/"><img class="logo" src="/img/pytorch3dfavicon.png" alt="PyTorch3D"/><h2 class="headerTitleWithLogo">PyTorch3D</h2></a><div class="navigationWrapper navigationSlider"><nav class="slidingNav"><ul class="nav-site nav-site-internal"><li class="siteNavGroupActive"><a href="/docs/why_pytorch3d" target="_self">Docs</a></li><li class=""><a href="/tutorials" target="_self">Tutorials</a></li><li class=""><a href="https://pytorch3d.readthedocs.io/" target="_self">API</a></li><li class=""><a href="https://github.com/facebookresearch/pytorch3d" target="_self">GitHub</a></li></ul></nav></div></header></div></div><div class="navPusher"><div class="docMainWrapper wrapper"><div class="docsNavContainer" id="docsNav"><nav class="toc"><div class="toggleNav"><section class="navWrapper wrapper"><div class="navBreadcrumb wrapper"><div class="navToggle" id="navToggler"><div class="hamburger-menu"><div class="line1"></div><div class="line2"></div><div class="line3"></div></div></div><h2><i>›</i><span>Meshes</span></h2><div class="tocToggler" id="tocToggler"><i class="icon-toc"></i></div></div><div class="navGroups"><div class="navGroup"><h3 class="navGroupCategoryTitle">Introduction</h3><ul class=""><li class="navListItem"><a class="navItem" href="/docs/why_pytorch3d">Why PyTorch3D</a></li></ul></div><div class="navGroup"><h3 class="navGroupCategoryTitle">Meshes</h3><ul class=""><li class="navListItem"><a class="navItem" href="/docs/batching">Batching</a></li><li class="navListItem navListItemActive"><a class="navItem" href="/docs/meshes_io">Loading from file</a></li></ul></div><div class="navGroup"><h3 class="navGroupCategoryTitle">Differentiable Renderer</h3><ul class=""><li class="navListItem"><a class="navItem" href="/docs/renderer">Overview</a></li><li class="navListItem"><a class="navItem" href="/docs/renderer_getting_started">Getting Started</a></li></ul></div></div></section></div><script>
|
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var coll = document.getElementsByClassName('collapsible');
|
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var checkActiveCategory = true;
|
||||
for (var i = 0; i < coll.length; i++) {
|
||||
@@ -103,6 +103,7 @@ entire mesh e.g.</p>
|
||||
<span class="hljs-comment"># Initialise the mesh with textures</span>
|
||||
<span class="hljs-attr">meshes</span> = Meshes(verts=[verts], faces=[faces.verts_idx], textures=tex)
|
||||
</code></pre>
|
||||
<p>The <code>load_objs_as_meshes</code> function provides this procedure.</p>
|
||||
<h2><a class="anchor" aria-hidden="true" id="ply"></a><a href="#ply" aria-hidden="true" class="hash-link"><svg class="hash-link-icon" aria-hidden="true" height="16" version="1.1" viewBox="0 0 16 16" width="16"><path fill-rule="evenodd" d="M4 9h1v1H4c-1.5 0-3-1.69-3-3.5S2.55 3 4 3h4c1.45 0 3 1.69 3 3.5 0 1.41-.91 2.72-2 3.25V8.59c.58-.45 1-1.27 1-2.09C10 5.22 8.98 4 8 4H4c-.98 0-2 1.22-2 2.5S3 9 4 9zm9-3h-1v1h1c1 0 2 1.22 2 2.5S13.98 12 13 12H9c-.98 0-2-1.22-2-2.5 0-.83.42-1.64 1-2.09V6.25c-1.09.53-2 1.84-2 3.25C6 11.31 7.55 13 9 13h4c1.45 0 3-1.69 3-3.5S14.5 6 13 6z"></path></svg></a>PLY</h2>
|
||||
<p>Ply files are flexible in the way they store additional information, pytorch3d
|
||||
provides a function just to read the vertices and faces from a ply file.
|
||||
@@ -115,4 +116,4 @@ are not triangles will be split into triangles. A Meshes object containing a
|
||||
single mesh can be created from this data using</p>
|
||||
<pre><code class="hljs"> meshes = <span class="hljs-constructor">Meshes(<span class="hljs-params">verts</span>=[<span class="hljs-params">verts</span>], <span class="hljs-params">faces</span>=[<span class="hljs-params">faces</span>])</span>
|
||||
</code></pre>
|
||||
</span></div></article></div><div class="docLastUpdate"><em>Last updated by Nikhila Ravi</em></div><div class="docs-prevnext"><a class="docs-prev button" href="/docs/batching"><span class="arrow-prev">← </span><span>Batching</span></a><a class="docs-next button" href="/docs/renderer"><span>Overview</span><span class="arrow-next"> →</span></a></div></div></div><nav class="onPageNav"><ul class="toc-headings"><li><a href="#obj">OBJ</a></li><li><a href="#ply">PLY</a></li></ul></nav></div><footer class="nav-footer" id="footer"><section class="sitemap"><div class="footerSection"><div class="social"><a class="github-button" href="https://github.com/facebookresearch/pytorch3d" data-count-href="https://github.com/facebookresearch/pytorch3d/stargazers" data-show-count="true" data-count-aria-label="# stargazers on GitHub" aria-label="Star PyTorch3d on GitHub">pytorch3d</a></div></div></section><a href="https://opensource.facebook.com/" target="_blank" rel="noreferrer noopener" class="fbOpenSource"><img src="/img/oss_logo.png" alt="Facebook Open Source" width="170" height="45"/></a><section class="copyright">Copyright © 2020 Facebook Inc</section></footer></div></body></html>
|
||||
</span></div></article></div><div class="docLastUpdate"><em>Last updated by Jeremy Reizenstein</em></div><div class="docs-prevnext"><a class="docs-prev button" href="/docs/batching"><span class="arrow-prev">← </span><span>Batching</span></a><a class="docs-next button" href="/docs/renderer"><span>Overview</span><span class="arrow-next"> →</span></a></div></div></div><nav class="onPageNav"><ul class="toc-headings"><li><a href="#obj">OBJ</a></li><li><a href="#ply">PLY</a></li></ul></nav></div><footer class="nav-footer" id="footer"><section class="sitemap"><div class="footerSection"><div class="social"><a class="github-button" href="https://github.com/facebookresearch/pytorch3d" data-count-href="https://github.com/facebookresearch/pytorch3d/stargazers" data-show-count="true" data-count-aria-label="# stargazers on GitHub" aria-label="Star PyTorch3D on GitHub">pytorch3d</a></div></div></section><a href="https://opensource.facebook.com/" target="_blank" rel="noreferrer noopener" class="fbOpenSource"><img src="/img/oss_logo.png" alt="Facebook Open Source" width="170" height="45"/></a><section class="copyright">Copyright © 2020 Facebook Inc</section></footer></div></body></html>
|
||||
@@ -6,7 +6,7 @@
|
||||
|
||||
ga('create', 'UA-157376881-1', 'auto');
|
||||
ga('send', 'pageview');
|
||||
</script><script type="text/javascript" src="https://buttons.github.io/buttons.js"></script><script src="/js/scrollSpy.js"></script><link rel="stylesheet" href="/css/main.css"/><script src="/js/codetabs.js"></script></head><body class="sideNavVisible separateOnPageNav"><div class="fixedHeaderContainer"><div class="headerWrapper wrapper"><header><a href="/"><img class="logo" src="/img/pytorch3dfavicon.png" alt="PyTorch3D"/><h2 class="headerTitleWithLogo">PyTorch3D</h2></a><div class="navigationWrapper navigationSlider"><nav class="slidingNav"><ul class="nav-site nav-site-internal"><li class="siteNavGroupActive"><a href="/docs/why_pytorch3d" target="_self">Docs</a></li><li class=""><a href="/tutorials" target="_self">Tutorials</a></li><li class=""><a href="https://pytorch3d.readthedocs.io/" target="_self">API</a></li><li class=""><a href="https://github.com/facebookresearch/pytorch3d" target="_self">GitHub</a></li></ul></nav></div></header></div></div><div class="navPusher"><div class="docMainWrapper wrapper"><div class="docsNavContainer" id="docsNav"><nav class="toc"><div class="toggleNav"><section class="navWrapper wrapper"><div class="navBreadcrumb wrapper"><div class="navToggle" id="navToggler"><div class="hamburger-menu"><div class="line1"></div><div class="line2"></div><div class="line3"></div></div></div><h2><i>›</i><span>Differentiable Renderer</span></h2><div class="tocToggler" id="tocToggler"><i class="icon-toc"></i></div></div><div class="navGroups"><div class="navGroup"><h3 class="navGroupCategoryTitle">Introduction</h3><ul class=""><li class="navListItem"><a class="navItem" href="/docs/why_pytorch3d">Why PyTorch3d</a></li></ul></div><div class="navGroup"><h3 class="navGroupCategoryTitle">Meshes</h3><ul class=""><li class="navListItem"><a class="navItem" href="/docs/batching">Batching</a></li><li class="navListItem"><a class="navItem" href="/docs/meshes_io">Loading from file</a></li></ul></div><div class="navGroup"><h3 class="navGroupCategoryTitle">Differentiable Renderer</h3><ul class=""><li class="navListItem navListItemActive"><a class="navItem" href="/docs/renderer">Overview</a></li><li class="navListItem"><a class="navItem" href="/docs/renderer_getting_started">Getting Started</a></li></ul></div></div></section></div><script>
|
||||
</script><script type="text/javascript" src="https://buttons.github.io/buttons.js"></script><script src="/js/scrollSpy.js"></script><link rel="stylesheet" href="/css/main.css"/><script src="/js/codetabs.js"></script></head><body class="sideNavVisible separateOnPageNav"><div class="fixedHeaderContainer"><div class="headerWrapper wrapper"><header><a href="/"><img class="logo" src="/img/pytorch3dfavicon.png" alt="PyTorch3D"/><h2 class="headerTitleWithLogo">PyTorch3D</h2></a><div class="navigationWrapper navigationSlider"><nav class="slidingNav"><ul class="nav-site nav-site-internal"><li class="siteNavGroupActive"><a href="/docs/why_pytorch3d" target="_self">Docs</a></li><li class=""><a href="/tutorials" target="_self">Tutorials</a></li><li class=""><a href="https://pytorch3d.readthedocs.io/" target="_self">API</a></li><li class=""><a href="https://github.com/facebookresearch/pytorch3d" target="_self">GitHub</a></li></ul></nav></div></header></div></div><div class="navPusher"><div class="docMainWrapper wrapper"><div class="docsNavContainer" id="docsNav"><nav class="toc"><div class="toggleNav"><section class="navWrapper wrapper"><div class="navBreadcrumb wrapper"><div class="navToggle" id="navToggler"><div class="hamburger-menu"><div class="line1"></div><div class="line2"></div><div class="line3"></div></div></div><h2><i>›</i><span>Differentiable Renderer</span></h2><div class="tocToggler" id="tocToggler"><i class="icon-toc"></i></div></div><div class="navGroups"><div class="navGroup"><h3 class="navGroupCategoryTitle">Introduction</h3><ul class=""><li class="navListItem"><a class="navItem" href="/docs/why_pytorch3d">Why PyTorch3D</a></li></ul></div><div class="navGroup"><h3 class="navGroupCategoryTitle">Meshes</h3><ul class=""><li class="navListItem"><a class="navItem" href="/docs/batching">Batching</a></li><li class="navListItem"><a class="navItem" href="/docs/meshes_io">Loading from file</a></li></ul></div><div class="navGroup"><h3 class="navGroupCategoryTitle">Differentiable Renderer</h3><ul class=""><li class="navListItem navListItemActive"><a class="navItem" href="/docs/renderer">Overview</a></li><li class="navListItem"><a class="navItem" href="/docs/renderer_getting_started">Getting Started</a></li></ul></div></div></section></div><script>
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var coll = document.getElementsByClassName('collapsible');
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var checkActiveCategory = true;
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for (var i = 0; i < coll.length; i++) {
|
||||
@@ -74,7 +74,7 @@
|
||||
</ul>
|
||||
<p>In order to experiment with different approaches, we wanted a modular implementation that is easy to use and extend, and supports <a href="/docs/batching">heterogeneous batching</a>.</p>
|
||||
<p>Taking inspiration from existing work [<a href="#1">1</a>, <a href="#2">2</a>], we have created a new, modular, differentiable renderer with <strong>parallel implementations in PyTorch, C++ and CUDA</strong>, as well as comprehensive documentation and tests, with the aim of helping to further research in this field.</p>
|
||||
<p>Our implementation decouples the rasterization and shading steps of rendering. The core rasterization step (based on <a href="#2">[2]</a>) returns several intermediate variables and has an optimized implementation in CUDA. The rest of the pipeline is implemented purely in PyTorch, and is designed to be customized and extended. With this approach, the PyTorch3d differentiable renderer can be imported as a library.</p>
|
||||
<p>Our implementation decouples the rasterization and shading steps of rendering. The core rasterization step (based on <a href="#2">[2]</a>) returns several intermediate variables and has an optimized implementation in CUDA. The rest of the pipeline is implemented purely in PyTorch, and is designed to be customized and extended. With this approach, the PyTorch3D differentiable renderer can be imported as a library.</p>
|
||||
<h2><a class="anchor" aria-hidden="true" id="uget-startedu"></a><a href="#uget-startedu" aria-hidden="true" class="hash-link"><svg class="hash-link-icon" aria-hidden="true" height="16" version="1.1" viewBox="0 0 16 16" width="16"><path fill-rule="evenodd" d="M4 9h1v1H4c-1.5 0-3-1.69-3-3.5S2.55 3 4 3h4c1.45 0 3 1.69 3 3.5 0 1.41-.91 2.72-2 3.25V8.59c.58-.45 1-1.27 1-2.09C10 5.22 8.98 4 8 4H4c-.98 0-2 1.22-2 2.5S3 9 4 9zm9-3h-1v1h1c1 0 2 1.22 2 2.5S13.98 12 13 12H9c-.98 0-2-1.22-2-2.5 0-.83.42-1.64 1-2.09V6.25c-1.09.53-2 1.84-2 3.25C6 11.31 7.55 13 9 13h4c1.45 0 3-1.69 3-3.5S14.5 6 13 6z"></path></svg></a><u>Get started</u></h2>
|
||||
<p>To learn about more the implementation and start using the renderer refer to <a href="renderer_getting_started.md">/docs/renderer_getting_started</a>, which also contains the <a href="/docs/assets/architecture_overview.png">architecture overview</a> and <a href="/docs/assets/transformations_overview.png">coordinate transformation conventions</a>.</p>
|
||||
<h2><a class="anchor" aria-hidden="true" id="ukey-featuresu"></a><a href="#ukey-featuresu" aria-hidden="true" class="hash-link"><svg class="hash-link-icon" aria-hidden="true" height="16" version="1.1" viewBox="0 0 16 16" width="16"><path fill-rule="evenodd" d="M4 9h1v1H4c-1.5 0-3-1.69-3-3.5S2.55 3 4 3h4c1.45 0 3 1.69 3 3.5 0 1.41-.91 2.72-2 3.25V8.59c.58-.45 1-1.27 1-2.09C10 5.22 8.98 4 8 4H4c-.98 0-2 1.22-2 2.5S3 9 4 9zm9-3h-1v1h1c1 0 2 1.22 2 2.5S13.98 12 13 12H9c-.98 0-2-1.22-2-2.5 0-.83.42-1.64 1-2.09V6.25c-1.09.53-2 1.84-2 3.25C6 11.31 7.55 13 9 13h4c1.45 0 3-1.69 3-3.5S14.5 6 13 6z"></path></svg></a><u>Key features</u></h2>
|
||||
@@ -82,35 +82,35 @@
|
||||
<p>We implemented modular CUDA kernels for the forward and backward pass of rasterization, adaptating a traditional graphics approach known as "coarse-to-fine" rasterization.</p>
|
||||
<p>First, the image is divided into a coarse grid and mesh faces are allocated to the grid cell in which they occur. This is followed by a refinement step which does pixel wise rasterization of the reduced subset of faces per grid cell. The grid cell size is a parameter which can be varied (<code>bin_size</code>).</p>
|
||||
<p>We additionally introduce a parameter <code>faces_per_pixel</code> which allows users to specify the top K faces which should be returned per pixel in the image (as opposed to traditional rasterization which returns only the index of the closest face in the mesh per pixel). The top K face properties can then be aggregated using different methods (such as the sigmoid/softmax approach proposed by Li et at in SoftRasterizer <a href="#2">[2]</a>).</p>
|
||||
<p>We compared PyTorch3d with SoftRasterizer to measure the effect of both these design changes on the speed of rasterization. We selected a set of meshes of different sizes from ShapeNetV1 core, and rasterized one mesh in each batch to produce images of different sizes. We report the speed of the forward and backward passes.</p>
|
||||
<p><strong>Fig 1: PyTorch3d Naive vs Coarse-to-fine</strong></p>
|
||||
<p>We compared PyTorch3D with SoftRasterizer to measure the effect of both these design changes on the speed of rasterization. We selected a set of meshes of different sizes from ShapeNetV1 core, and rasterized one mesh in each batch to produce images of different sizes. We report the speed of the forward and backward passes.</p>
|
||||
<p><strong>Fig 1: PyTorch3D Naive vs Coarse-to-fine</strong></p>
|
||||
<p>This figure shows how the coarse-to-fine strategy for rasterization results in significant speed up compared to naive rasterization for large image size and large mesh sizes.</p>
|
||||
<p><img src="assets/p3d_naive_vs_coarse.png" width="1000"></p>
|
||||
<p>For small mesh and image sizes, the naive approach is slightly faster. We advise that you understand the data you are using and choose the rasterization setting which suits your performance requirements. It is easy to switch between the naive and coarse-to-fine options by adjusting the <code>bin_size</code> value when initializing the <a href="https://github.com/facebookresearch/pytorch3d/blob/master/pytorch3d/renderer/mesh/rasterizer.py#L26">rasterization settings</a>.</p>
|
||||
<p>Setting <code>bin_size = 0</code> will enable naive rasterization. If <code>bin_size > 0</code>, the coarse-to-fine approach is used. The default is <code>bin_size = None</code> in which case we set the bin size based on <a href="https://github.com/facebookresearch/pytorch3d/blob/master/pytorch3d/renderer/mesh/rasterize_meshes.py#L92">heuristics</a>.</p>
|
||||
<p><strong>Fig 2: PyTorch3d Coarse-to-fine vs SoftRasterizer</strong></p>
|
||||
<p>This figure shows the effect of the <em>combination</em> of coarse-to-fine rasterization and caching the faces rasterized per pixel returned from the forward pass. For large meshes and image sizes, we again observe that the PyTorch3d rasterizer is significantly faster, noting that the speed is dominated by the forward pass and the backward pass is very fast.</p>
|
||||
<p><strong>Fig 2: PyTorch3D Coarse-to-fine vs SoftRasterizer</strong></p>
|
||||
<p>This figure shows the effect of the <em>combination</em> of coarse-to-fine rasterization and caching the faces rasterized per pixel returned from the forward pass. For large meshes and image sizes, we again observe that the PyTorch3D rasterizer is significantly faster, noting that the speed is dominated by the forward pass and the backward pass is very fast.</p>
|
||||
<p>In the SoftRasterizer implementation, in both the forward and backward pass, there is a loop over every single face in the mesh for every pixel in the image. Therefore, the time for the full forward plus backward pass is ~2x the time for the forward pass. For small mesh and image sizes, the SoftRasterizer approach is slightly faster.</p>
|
||||
<p><img src="assets/p3d_vs_softras.png" width="1000"></p>
|
||||
<h3><a class="anchor" aria-hidden="true" id="2-support-for-heterogeneous-batches"></a><a href="#2-support-for-heterogeneous-batches" aria-hidden="true" class="hash-link"><svg class="hash-link-icon" aria-hidden="true" height="16" version="1.1" viewBox="0 0 16 16" width="16"><path fill-rule="evenodd" d="M4 9h1v1H4c-1.5 0-3-1.69-3-3.5S2.55 3 4 3h4c1.45 0 3 1.69 3 3.5 0 1.41-.91 2.72-2 3.25V8.59c.58-.45 1-1.27 1-2.09C10 5.22 8.98 4 8 4H4c-.98 0-2 1.22-2 2.5S3 9 4 9zm9-3h-1v1h1c1 0 2 1.22 2 2.5S13.98 12 13 12H9c-.98 0-2-1.22-2-2.5 0-.83.42-1.64 1-2.09V6.25c-1.09.53-2 1.84-2 3.25C6 11.31 7.55 13 9 13h4c1.45 0 3-1.69 3-3.5S14.5 6 13 6z"></path></svg></a>2. Support for Heterogeneous Batches</h3>
|
||||
<p>PyTorch3d supports efficient rendering of batches of meshes where each mesh has different numbers of vertices and faces. This is done without using padded inputs.</p>
|
||||
<p>We again compare with SoftRasterizer which only supports batches of homogeneous meshes and test two cases: 1) a for loop over meshes in the batch, 2) padded inputs, and compare with the native heterogeneous batching support in PyTorch3d.</p>
|
||||
<p>PyTorch3D supports efficient rendering of batches of meshes where each mesh has different numbers of vertices and faces. This is done without using padded inputs.</p>
|
||||
<p>We again compare with SoftRasterizer which only supports batches of homogeneous meshes and test two cases: 1) a for loop over meshes in the batch, 2) padded inputs, and compare with the native heterogeneous batching support in PyTorch3D.</p>
|
||||
<p>We group meshes from ShapeNet into bins based on the number of faces in the mesh, and sample to compose a batch. We then render images of fixed size and measure the speed of the forward and backward passes.</p>
|
||||
<p>We tested with a range of increasingly large meshes and bin sizes.</p>
|
||||
<p><strong>Fig 3: PyTorch3d heterogeneous batching compared with SoftRasterizer</strong></p>
|
||||
<p><strong>Fig 3: PyTorch3D heterogeneous batching compared with SoftRasterizer</strong></p>
|
||||
<p><img src="assets/fullset_batch_size_16.png" width="700"/></p>
|
||||
<p>This shows that for large meshes and large bin width (i.e. more variation in mesh size in the batch) the heterogeneous batching approach in PyTorch3d is faster than either of the workarounds with SoftRasterizer.</p>
|
||||
<p>This shows that for large meshes and large bin width (i.e. more variation in mesh size in the batch) the heterogeneous batching approach in PyTorch3D is faster than either of the workarounds with SoftRasterizer.</p>
|
||||
<p>(settings: batch size = 16, mesh sizes in bins ranging from 500-350k faces, image size = 64, faces per pixel = 100)</p>
|
||||
<hr>
|
||||
<p><strong>NOTE: CUDA Memory usage</strong></p>
|
||||
<p>The SoftRasterizer forward CUDA kernel only outputs one <code>(N, H, W, 4)</code> FloatTensor compared with the PyTorch3d rasterizer forward CUDA kernel which outputs 4 tensors:</p>
|
||||
<p>The SoftRasterizer forward CUDA kernel only outputs one <code>(N, H, W, 4)</code> FloatTensor compared with the PyTorch3D rasterizer forward CUDA kernel which outputs 4 tensors:</p>
|
||||
<ul>
|
||||
<li><code>pix_to_face</code>, LongTensor <code>(N, H, W, K)</code></li>
|
||||
<li><code>zbuf</code>, FloatTensor <code>(N, H, W, K)</code></li>
|
||||
<li><code>dist</code>, FloatTensor <code>(N, H, W, K)</code></li>
|
||||
<li><code>bary_coords</code>, FloatTensor <code>(N, H, W, K, 3)</code></li>
|
||||
</ul>
|
||||
<p>where <strong>N</strong> = batch size, <strong>H/W</strong> are image height/width, <strong>K</strong> is the faces per pixel. The PyTorch3d backward pass returns gradients for <code>zbuf</code>, <code>dist</code> and <code>bary_coords</code>.</p>
|
||||
<p>where <strong>N</strong> = batch size, <strong>H/W</strong> are image height/width, <strong>K</strong> is the faces per pixel. The PyTorch3D backward pass returns gradients for <code>zbuf</code>, <code>dist</code> and <code>bary_coords</code>.</p>
|
||||
<p>Returning intermediate variables from rasterization has an associated memory cost. We can calculate the theoretical lower bound on the memory usage for the forward and backward pass as follows:</p>
|
||||
<pre><code class="hljs"># Assume <span class="hljs-number">4</span> bytes per <span class="hljs-built_in">float</span>, <span class="hljs-keyword">and</span> <span class="hljs-number">8</span> bytes <span class="hljs-keyword">for</span> long
|
||||
|
||||
@@ -128,4 +128,10 @@ total_memory = memory_forward_pass + memory_backward_pass
|
||||
<h3><a class="anchor" aria-hidden="true" id="references"></a><a href="#references" aria-hidden="true" class="hash-link"><svg class="hash-link-icon" aria-hidden="true" height="16" version="1.1" viewBox="0 0 16 16" width="16"><path fill-rule="evenodd" d="M4 9h1v1H4c-1.5 0-3-1.69-3-3.5S2.55 3 4 3h4c1.45 0 3 1.69 3 3.5 0 1.41-.91 2.72-2 3.25V8.59c.58-.45 1-1.27 1-2.09C10 5.22 8.98 4 8 4H4c-.98 0-2 1.22-2 2.5S3 9 4 9zm9-3h-1v1h1c1 0 2 1.22 2 2.5S13.98 12 13 12H9c-.98 0-2-1.22-2-2.5 0-.83.42-1.64 1-2.09V6.25c-1.09.53-2 1.84-2 3.25C6 11.31 7.55 13 9 13h4c1.45 0 3-1.69 3-3.5S14.5 6 13 6z"></path></svg></a>References</h3>
|
||||
<p><a id="1">[1]</a> Kato et al, 'Neural 3D Mesh Renderer', CVPR 2018</p>
|
||||
<p><a id="2">[2]</a> Liu et al, 'Soft Rasterizer: A Differentiable Renderer for Image-based 3D Reasoning', ICCV 2019</p>
|
||||
</span></div></article></div><div class="docLastUpdate"><em>Last updated by Nikhila Ravi</em></div><div class="docs-prevnext"><a class="docs-prev button" href="/docs/meshes_io"><span class="arrow-prev">← </span><span>Loading from file</span></a><a class="docs-next button" href="/docs/renderer_getting_started"><span>Getting Started</span><span class="arrow-next"> →</span></a></div></div></div><nav class="onPageNav"><ul class="toc-headings"><li><a href="#uget-startedu"><u>Get started</u></a></li><li><a href="#ukey-featuresu"><u>Key features</u></a><ul class="toc-headings"><li><a href="#1-cuda-support-for-fast-rasterization-of-large-meshes">1. CUDA support for fast rasterization of large meshes</a></li><li><a href="#2-support-for-heterogeneous-batches">2. Support for Heterogeneous Batches</a></li><li><a href="#3-modular-design-for-easy-experimentation-and-extensibility">3. Modular design for easy experimentation and extensibility.</a></li><li><a href="#references">References</a></li></ul></li></ul></nav></div><footer class="nav-footer" id="footer"><section class="sitemap"><div class="footerSection"><div class="social"><a class="github-button" href="https://github.com/facebookresearch/pytorch3d" data-count-href="https://github.com/facebookresearch/pytorch3d/stargazers" data-show-count="true" data-count-aria-label="# stargazers on GitHub" aria-label="Star PyTorch3d on GitHub">pytorch3d</a></div></div></section><a href="https://opensource.facebook.com/" target="_blank" rel="noreferrer noopener" class="fbOpenSource"><img src="/img/oss_logo.png" alt="Facebook Open Source" width="170" height="45"/></a><section class="copyright">Copyright © 2020 Facebook Inc</section></footer></div></body></html>
|
||||
<p><a id="3">[3]</a> Loper et al, 'OpenDR: An Approximate Differentiable Renderer', ECCV 2014</p>
|
||||
<p><a id="4">[4]</a> De La Gorce et al, 'Model-based 3D Hand Pose Estimation from Monocular Video', PAMI 2011</p>
|
||||
<p><a id="5">[5]</a> Li et al, 'Differentiable Monte Carlo Ray Tracing through Edge Sampling', SIGGRAPH Asia 2018</p>
|
||||
<p><a id="6">[6]</a> Yifan et al, 'Differentiable Surface Splatting for Point-based Geometry Processing', SIGGRAPH Asia 2019</p>
|
||||
<p><a id="7">[7]</a> Loubet et al, 'Reparameterizing Discontinuous Integrands for Differentiable Rendering', SIGGRAPH Asia 2019</p>
|
||||
<p><a id="8">[8]</a> Chen et al, 'Learning to Predict 3D Objects with an Interpolation-based Differentiable Renderer', NeurIPS 2019</p>
|
||||
</span></div></article></div><div class="docLastUpdate"><em>Last updated by Patrick Labatut</em></div><div class="docs-prevnext"><a class="docs-prev button" href="/docs/meshes_io"><span class="arrow-prev">← </span><span>Loading from file</span></a><a class="docs-next button" href="/docs/renderer_getting_started"><span>Getting Started</span><span class="arrow-next"> →</span></a></div></div></div><nav class="onPageNav"><ul class="toc-headings"><li><a href="#uget-startedu"><u>Get started</u></a></li><li><a href="#ukey-featuresu"><u>Key features</u></a><ul class="toc-headings"><li><a href="#1-cuda-support-for-fast-rasterization-of-large-meshes">1. CUDA support for fast rasterization of large meshes</a></li><li><a href="#2-support-for-heterogeneous-batches">2. Support for Heterogeneous Batches</a></li><li><a href="#3-modular-design-for-easy-experimentation-and-extensibility">3. Modular design for easy experimentation and extensibility.</a></li><li><a href="#references">References</a></li></ul></li></ul></nav></div><footer class="nav-footer" id="footer"><section class="sitemap"><div class="footerSection"><div class="social"><a class="github-button" href="https://github.com/facebookresearch/pytorch3d" data-count-href="https://github.com/facebookresearch/pytorch3d/stargazers" data-show-count="true" data-count-aria-label="# stargazers on GitHub" aria-label="Star PyTorch3D on GitHub">pytorch3d</a></div></div></section><a href="https://opensource.facebook.com/" target="_blank" rel="noreferrer noopener" class="fbOpenSource"><img src="/img/oss_logo.png" alt="Facebook Open Source" width="170" height="45"/></a><section class="copyright">Copyright © 2020 Facebook Inc</section></footer></div></body></html>
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</script><script type="text/javascript" src="https://buttons.github.io/buttons.js"></script><script src="/js/scrollSpy.js"></script><link rel="stylesheet" href="/css/main.css"/><script src="/js/codetabs.js"></script></head><body class="sideNavVisible separateOnPageNav"><div class="fixedHeaderContainer"><div class="headerWrapper wrapper"><header><a href="/"><img class="logo" src="/img/pytorch3dfavicon.png" alt="PyTorch3D"/><h2 class="headerTitleWithLogo">PyTorch3D</h2></a><div class="navigationWrapper navigationSlider"><nav class="slidingNav"><ul class="nav-site nav-site-internal"><li class="siteNavGroupActive"><a href="/docs/why_pytorch3d" target="_self">Docs</a></li><li class=""><a href="/tutorials" target="_self">Tutorials</a></li><li class=""><a href="https://pytorch3d.readthedocs.io/" target="_self">API</a></li><li class=""><a href="https://github.com/facebookresearch/pytorch3d" target="_self">GitHub</a></li></ul></nav></div></header></div></div><div class="navPusher"><div class="docMainWrapper wrapper"><div class="docsNavContainer" id="docsNav"><nav class="toc"><div class="toggleNav"><section class="navWrapper wrapper"><div class="navBreadcrumb wrapper"><div class="navToggle" id="navToggler"><div class="hamburger-menu"><div class="line1"></div><div class="line2"></div><div class="line3"></div></div></div><h2><i>›</i><span>Differentiable Renderer</span></h2><div class="tocToggler" id="tocToggler"><i class="icon-toc"></i></div></div><div class="navGroups"><div class="navGroup"><h3 class="navGroupCategoryTitle">Introduction</h3><ul class=""><li class="navListItem"><a class="navItem" href="/docs/why_pytorch3d">Why PyTorch3d</a></li></ul></div><div class="navGroup"><h3 class="navGroupCategoryTitle">Meshes</h3><ul class=""><li class="navListItem"><a class="navItem" href="/docs/batching">Batching</a></li><li class="navListItem"><a class="navItem" href="/docs/meshes_io">Loading from file</a></li></ul></div><div class="navGroup"><h3 class="navGroupCategoryTitle">Differentiable Renderer</h3><ul class=""><li class="navListItem navListItemActive"><a class="navItem" href="/docs/renderer">Overview</a></li><li class="navListItem"><a class="navItem" href="/docs/renderer_getting_started">Getting Started</a></li></ul></div></div></section></div><script>
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||||
</ul>
|
||||
<p>In order to experiment with different approaches, we wanted a modular implementation that is easy to use and extend, and supports <a href="/docs/batching">heterogeneous batching</a>.</p>
|
||||
<p>Taking inspiration from existing work [<a href="#1">1</a>, <a href="#2">2</a>], we have created a new, modular, differentiable renderer with <strong>parallel implementations in PyTorch, C++ and CUDA</strong>, as well as comprehensive documentation and tests, with the aim of helping to further research in this field.</p>
|
||||
<p>Our implementation decouples the rasterization and shading steps of rendering. The core rasterization step (based on <a href="#2">[2]</a>) returns several intermediate variables and has an optimized implementation in CUDA. The rest of the pipeline is implemented purely in PyTorch, and is designed to be customized and extended. With this approach, the PyTorch3d differentiable renderer can be imported as a library.</p>
|
||||
<p>Our implementation decouples the rasterization and shading steps of rendering. The core rasterization step (based on <a href="#2">[2]</a>) returns several intermediate variables and has an optimized implementation in CUDA. The rest of the pipeline is implemented purely in PyTorch, and is designed to be customized and extended. With this approach, the PyTorch3D differentiable renderer can be imported as a library.</p>
|
||||
<h2><a class="anchor" aria-hidden="true" id="uget-startedu"></a><a href="#uget-startedu" aria-hidden="true" class="hash-link"><svg class="hash-link-icon" aria-hidden="true" height="16" version="1.1" viewBox="0 0 16 16" width="16"><path fill-rule="evenodd" d="M4 9h1v1H4c-1.5 0-3-1.69-3-3.5S2.55 3 4 3h4c1.45 0 3 1.69 3 3.5 0 1.41-.91 2.72-2 3.25V8.59c.58-.45 1-1.27 1-2.09C10 5.22 8.98 4 8 4H4c-.98 0-2 1.22-2 2.5S3 9 4 9zm9-3h-1v1h1c1 0 2 1.22 2 2.5S13.98 12 13 12H9c-.98 0-2-1.22-2-2.5 0-.83.42-1.64 1-2.09V6.25c-1.09.53-2 1.84-2 3.25C6 11.31 7.55 13 9 13h4c1.45 0 3-1.69 3-3.5S14.5 6 13 6z"></path></svg></a><u>Get started</u></h2>
|
||||
<p>To learn about more the implementation and start using the renderer refer to <a href="renderer_getting_started.md">/docs/renderer_getting_started</a>, which also contains the <a href="/docs/assets/architecture_overview.png">architecture overview</a> and <a href="/docs/assets/transformations_overview.png">coordinate transformation conventions</a>.</p>
|
||||
<h2><a class="anchor" aria-hidden="true" id="ukey-featuresu"></a><a href="#ukey-featuresu" aria-hidden="true" class="hash-link"><svg class="hash-link-icon" aria-hidden="true" height="16" version="1.1" viewBox="0 0 16 16" width="16"><path fill-rule="evenodd" d="M4 9h1v1H4c-1.5 0-3-1.69-3-3.5S2.55 3 4 3h4c1.45 0 3 1.69 3 3.5 0 1.41-.91 2.72-2 3.25V8.59c.58-.45 1-1.27 1-2.09C10 5.22 8.98 4 8 4H4c-.98 0-2 1.22-2 2.5S3 9 4 9zm9-3h-1v1h1c1 0 2 1.22 2 2.5S13.98 12 13 12H9c-.98 0-2-1.22-2-2.5 0-.83.42-1.64 1-2.09V6.25c-1.09.53-2 1.84-2 3.25C6 11.31 7.55 13 9 13h4c1.45 0 3-1.69 3-3.5S14.5 6 13 6z"></path></svg></a><u>Key features</u></h2>
|
||||
@@ -82,35 +82,35 @@
|
||||
<p>We implemented modular CUDA kernels for the forward and backward pass of rasterization, adaptating a traditional graphics approach known as "coarse-to-fine" rasterization.</p>
|
||||
<p>First, the image is divided into a coarse grid and mesh faces are allocated to the grid cell in which they occur. This is followed by a refinement step which does pixel wise rasterization of the reduced subset of faces per grid cell. The grid cell size is a parameter which can be varied (<code>bin_size</code>).</p>
|
||||
<p>We additionally introduce a parameter <code>faces_per_pixel</code> which allows users to specify the top K faces which should be returned per pixel in the image (as opposed to traditional rasterization which returns only the index of the closest face in the mesh per pixel). The top K face properties can then be aggregated using different methods (such as the sigmoid/softmax approach proposed by Li et at in SoftRasterizer <a href="#2">[2]</a>).</p>
|
||||
<p>We compared PyTorch3d with SoftRasterizer to measure the effect of both these design changes on the speed of rasterization. We selected a set of meshes of different sizes from ShapeNetV1 core, and rasterized one mesh in each batch to produce images of different sizes. We report the speed of the forward and backward passes.</p>
|
||||
<p><strong>Fig 1: PyTorch3d Naive vs Coarse-to-fine</strong></p>
|
||||
<p>We compared PyTorch3D with SoftRasterizer to measure the effect of both these design changes on the speed of rasterization. We selected a set of meshes of different sizes from ShapeNetV1 core, and rasterized one mesh in each batch to produce images of different sizes. We report the speed of the forward and backward passes.</p>
|
||||
<p><strong>Fig 1: PyTorch3D Naive vs Coarse-to-fine</strong></p>
|
||||
<p>This figure shows how the coarse-to-fine strategy for rasterization results in significant speed up compared to naive rasterization for large image size and large mesh sizes.</p>
|
||||
<p><img src="assets/p3d_naive_vs_coarse.png" width="1000"></p>
|
||||
<p>For small mesh and image sizes, the naive approach is slightly faster. We advise that you understand the data you are using and choose the rasterization setting which suits your performance requirements. It is easy to switch between the naive and coarse-to-fine options by adjusting the <code>bin_size</code> value when initializing the <a href="https://github.com/facebookresearch/pytorch3d/blob/master/pytorch3d/renderer/mesh/rasterizer.py#L26">rasterization settings</a>.</p>
|
||||
<p>Setting <code>bin_size = 0</code> will enable naive rasterization. If <code>bin_size > 0</code>, the coarse-to-fine approach is used. The default is <code>bin_size = None</code> in which case we set the bin size based on <a href="https://github.com/facebookresearch/pytorch3d/blob/master/pytorch3d/renderer/mesh/rasterize_meshes.py#L92">heuristics</a>.</p>
|
||||
<p><strong>Fig 2: PyTorch3d Coarse-to-fine vs SoftRasterizer</strong></p>
|
||||
<p>This figure shows the effect of the <em>combination</em> of coarse-to-fine rasterization and caching the faces rasterized per pixel returned from the forward pass. For large meshes and image sizes, we again observe that the PyTorch3d rasterizer is significantly faster, noting that the speed is dominated by the forward pass and the backward pass is very fast.</p>
|
||||
<p><strong>Fig 2: PyTorch3D Coarse-to-fine vs SoftRasterizer</strong></p>
|
||||
<p>This figure shows the effect of the <em>combination</em> of coarse-to-fine rasterization and caching the faces rasterized per pixel returned from the forward pass. For large meshes and image sizes, we again observe that the PyTorch3D rasterizer is significantly faster, noting that the speed is dominated by the forward pass and the backward pass is very fast.</p>
|
||||
<p>In the SoftRasterizer implementation, in both the forward and backward pass, there is a loop over every single face in the mesh for every pixel in the image. Therefore, the time for the full forward plus backward pass is ~2x the time for the forward pass. For small mesh and image sizes, the SoftRasterizer approach is slightly faster.</p>
|
||||
<p><img src="assets/p3d_vs_softras.png" width="1000"></p>
|
||||
<h3><a class="anchor" aria-hidden="true" id="2-support-for-heterogeneous-batches"></a><a href="#2-support-for-heterogeneous-batches" aria-hidden="true" class="hash-link"><svg class="hash-link-icon" aria-hidden="true" height="16" version="1.1" viewBox="0 0 16 16" width="16"><path fill-rule="evenodd" d="M4 9h1v1H4c-1.5 0-3-1.69-3-3.5S2.55 3 4 3h4c1.45 0 3 1.69 3 3.5 0 1.41-.91 2.72-2 3.25V8.59c.58-.45 1-1.27 1-2.09C10 5.22 8.98 4 8 4H4c-.98 0-2 1.22-2 2.5S3 9 4 9zm9-3h-1v1h1c1 0 2 1.22 2 2.5S13.98 12 13 12H9c-.98 0-2-1.22-2-2.5 0-.83.42-1.64 1-2.09V6.25c-1.09.53-2 1.84-2 3.25C6 11.31 7.55 13 9 13h4c1.45 0 3-1.69 3-3.5S14.5 6 13 6z"></path></svg></a>2. Support for Heterogeneous Batches</h3>
|
||||
<p>PyTorch3d supports efficient rendering of batches of meshes where each mesh has different numbers of vertices and faces. This is done without using padded inputs.</p>
|
||||
<p>We again compare with SoftRasterizer which only supports batches of homogeneous meshes and test two cases: 1) a for loop over meshes in the batch, 2) padded inputs, and compare with the native heterogeneous batching support in PyTorch3d.</p>
|
||||
<p>PyTorch3D supports efficient rendering of batches of meshes where each mesh has different numbers of vertices and faces. This is done without using padded inputs.</p>
|
||||
<p>We again compare with SoftRasterizer which only supports batches of homogeneous meshes and test two cases: 1) a for loop over meshes in the batch, 2) padded inputs, and compare with the native heterogeneous batching support in PyTorch3D.</p>
|
||||
<p>We group meshes from ShapeNet into bins based on the number of faces in the mesh, and sample to compose a batch. We then render images of fixed size and measure the speed of the forward and backward passes.</p>
|
||||
<p>We tested with a range of increasingly large meshes and bin sizes.</p>
|
||||
<p><strong>Fig 3: PyTorch3d heterogeneous batching compared with SoftRasterizer</strong></p>
|
||||
<p><strong>Fig 3: PyTorch3D heterogeneous batching compared with SoftRasterizer</strong></p>
|
||||
<p><img src="assets/fullset_batch_size_16.png" width="700"/></p>
|
||||
<p>This shows that for large meshes and large bin width (i.e. more variation in mesh size in the batch) the heterogeneous batching approach in PyTorch3d is faster than either of the workarounds with SoftRasterizer.</p>
|
||||
<p>This shows that for large meshes and large bin width (i.e. more variation in mesh size in the batch) the heterogeneous batching approach in PyTorch3D is faster than either of the workarounds with SoftRasterizer.</p>
|
||||
<p>(settings: batch size = 16, mesh sizes in bins ranging from 500-350k faces, image size = 64, faces per pixel = 100)</p>
|
||||
<hr>
|
||||
<p><strong>NOTE: CUDA Memory usage</strong></p>
|
||||
<p>The SoftRasterizer forward CUDA kernel only outputs one <code>(N, H, W, 4)</code> FloatTensor compared with the PyTorch3d rasterizer forward CUDA kernel which outputs 4 tensors:</p>
|
||||
<p>The SoftRasterizer forward CUDA kernel only outputs one <code>(N, H, W, 4)</code> FloatTensor compared with the PyTorch3D rasterizer forward CUDA kernel which outputs 4 tensors:</p>
|
||||
<ul>
|
||||
<li><code>pix_to_face</code>, LongTensor <code>(N, H, W, K)</code></li>
|
||||
<li><code>zbuf</code>, FloatTensor <code>(N, H, W, K)</code></li>
|
||||
<li><code>dist</code>, FloatTensor <code>(N, H, W, K)</code></li>
|
||||
<li><code>bary_coords</code>, FloatTensor <code>(N, H, W, K, 3)</code></li>
|
||||
</ul>
|
||||
<p>where <strong>N</strong> = batch size, <strong>H/W</strong> are image height/width, <strong>K</strong> is the faces per pixel. The PyTorch3d backward pass returns gradients for <code>zbuf</code>, <code>dist</code> and <code>bary_coords</code>.</p>
|
||||
<p>where <strong>N</strong> = batch size, <strong>H/W</strong> are image height/width, <strong>K</strong> is the faces per pixel. The PyTorch3D backward pass returns gradients for <code>zbuf</code>, <code>dist</code> and <code>bary_coords</code>.</p>
|
||||
<p>Returning intermediate variables from rasterization has an associated memory cost. We can calculate the theoretical lower bound on the memory usage for the forward and backward pass as follows:</p>
|
||||
<pre><code class="hljs"># Assume <span class="hljs-number">4</span> bytes per <span class="hljs-built_in">float</span>, <span class="hljs-keyword">and</span> <span class="hljs-number">8</span> bytes <span class="hljs-keyword">for</span> long
|
||||
|
||||
@@ -128,4 +128,10 @@ total_memory = memory_forward_pass + memory_backward_pass
|
||||
<h3><a class="anchor" aria-hidden="true" id="references"></a><a href="#references" aria-hidden="true" class="hash-link"><svg class="hash-link-icon" aria-hidden="true" height="16" version="1.1" viewBox="0 0 16 16" width="16"><path fill-rule="evenodd" d="M4 9h1v1H4c-1.5 0-3-1.69-3-3.5S2.55 3 4 3h4c1.45 0 3 1.69 3 3.5 0 1.41-.91 2.72-2 3.25V8.59c.58-.45 1-1.27 1-2.09C10 5.22 8.98 4 8 4H4c-.98 0-2 1.22-2 2.5S3 9 4 9zm9-3h-1v1h1c1 0 2 1.22 2 2.5S13.98 12 13 12H9c-.98 0-2-1.22-2-2.5 0-.83.42-1.64 1-2.09V6.25c-1.09.53-2 1.84-2 3.25C6 11.31 7.55 13 9 13h4c1.45 0 3-1.69 3-3.5S14.5 6 13 6z"></path></svg></a>References</h3>
|
||||
<p><a id="1">[1]</a> Kato et al, 'Neural 3D Mesh Renderer', CVPR 2018</p>
|
||||
<p><a id="2">[2]</a> Liu et al, 'Soft Rasterizer: A Differentiable Renderer for Image-based 3D Reasoning', ICCV 2019</p>
|
||||
</span></div></article></div><div class="docLastUpdate"><em>Last updated by Nikhila Ravi</em></div><div class="docs-prevnext"><a class="docs-prev button" href="/docs/meshes_io"><span class="arrow-prev">← </span><span>Loading from file</span></a><a class="docs-next button" href="/docs/renderer_getting_started"><span>Getting Started</span><span class="arrow-next"> →</span></a></div></div></div><nav class="onPageNav"><ul class="toc-headings"><li><a href="#uget-startedu"><u>Get started</u></a></li><li><a href="#ukey-featuresu"><u>Key features</u></a><ul class="toc-headings"><li><a href="#1-cuda-support-for-fast-rasterization-of-large-meshes">1. CUDA support for fast rasterization of large meshes</a></li><li><a href="#2-support-for-heterogeneous-batches">2. Support for Heterogeneous Batches</a></li><li><a href="#3-modular-design-for-easy-experimentation-and-extensibility">3. Modular design for easy experimentation and extensibility.</a></li><li><a href="#references">References</a></li></ul></li></ul></nav></div><footer class="nav-footer" id="footer"><section class="sitemap"><div class="footerSection"><div class="social"><a class="github-button" href="https://github.com/facebookresearch/pytorch3d" data-count-href="https://github.com/facebookresearch/pytorch3d/stargazers" data-show-count="true" data-count-aria-label="# stargazers on GitHub" aria-label="Star PyTorch3d on GitHub">pytorch3d</a></div></div></section><a href="https://opensource.facebook.com/" target="_blank" rel="noreferrer noopener" class="fbOpenSource"><img src="/img/oss_logo.png" alt="Facebook Open Source" width="170" height="45"/></a><section class="copyright">Copyright © 2020 Facebook Inc</section></footer></div></body></html>
|
||||
<p><a id="3">[3]</a> Loper et al, 'OpenDR: An Approximate Differentiable Renderer', ECCV 2014</p>
|
||||
<p><a id="4">[4]</a> De La Gorce et al, 'Model-based 3D Hand Pose Estimation from Monocular Video', PAMI 2011</p>
|
||||
<p><a id="5">[5]</a> Li et al, 'Differentiable Monte Carlo Ray Tracing through Edge Sampling', SIGGRAPH Asia 2018</p>
|
||||
<p><a id="6">[6]</a> Yifan et al, 'Differentiable Surface Splatting for Point-based Geometry Processing', SIGGRAPH Asia 2019</p>
|
||||
<p><a id="7">[7]</a> Loubet et al, 'Reparameterizing Discontinuous Integrands for Differentiable Rendering', SIGGRAPH Asia 2019</p>
|
||||
<p><a id="8">[8]</a> Chen et al, 'Learning to Predict 3D Objects with an Interpolation-based Differentiable Renderer', NeurIPS 2019</p>
|
||||
</span></div></article></div><div class="docLastUpdate"><em>Last updated by Patrick Labatut</em></div><div class="docs-prevnext"><a class="docs-prev button" href="/docs/meshes_io"><span class="arrow-prev">← </span><span>Loading from file</span></a><a class="docs-next button" href="/docs/renderer_getting_started"><span>Getting Started</span><span class="arrow-next"> →</span></a></div></div></div><nav class="onPageNav"><ul class="toc-headings"><li><a href="#uget-startedu"><u>Get started</u></a></li><li><a href="#ukey-featuresu"><u>Key features</u></a><ul class="toc-headings"><li><a href="#1-cuda-support-for-fast-rasterization-of-large-meshes">1. CUDA support for fast rasterization of large meshes</a></li><li><a href="#2-support-for-heterogeneous-batches">2. Support for Heterogeneous Batches</a></li><li><a href="#3-modular-design-for-easy-experimentation-and-extensibility">3. Modular design for easy experimentation and extensibility.</a></li><li><a href="#references">References</a></li></ul></li></ul></nav></div><footer class="nav-footer" id="footer"><section class="sitemap"><div class="footerSection"><div class="social"><a class="github-button" href="https://github.com/facebookresearch/pytorch3d" data-count-href="https://github.com/facebookresearch/pytorch3d/stargazers" data-show-count="true" data-count-aria-label="# stargazers on GitHub" aria-label="Star PyTorch3D on GitHub">pytorch3d</a></div></div></section><a href="https://opensource.facebook.com/" target="_blank" rel="noreferrer noopener" class="fbOpenSource"><img src="/img/oss_logo.png" alt="Facebook Open Source" width="170" height="45"/></a><section class="copyright">Copyright © 2020 Facebook Inc</section></footer></div></body></html>
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ga('send', 'pageview');
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</script><script type="text/javascript" src="https://buttons.github.io/buttons.js"></script><script src="/js/scrollSpy.js"></script><link rel="stylesheet" href="/css/main.css"/><script src="/js/codetabs.js"></script></head><body class="sideNavVisible separateOnPageNav"><div class="fixedHeaderContainer"><div class="headerWrapper wrapper"><header><a href="/"><img class="logo" src="/img/pytorch3dfavicon.png" alt="PyTorch3D"/><h2 class="headerTitleWithLogo">PyTorch3D</h2></a><div class="navigationWrapper navigationSlider"><nav class="slidingNav"><ul class="nav-site nav-site-internal"><li class="siteNavGroupActive"><a href="/docs/why_pytorch3d" target="_self">Docs</a></li><li class=""><a href="/tutorials" target="_self">Tutorials</a></li><li class=""><a href="https://pytorch3d.readthedocs.io/" target="_self">API</a></li><li class=""><a href="https://github.com/facebookresearch/pytorch3d" target="_self">GitHub</a></li></ul></nav></div></header></div></div><div class="navPusher"><div class="docMainWrapper wrapper"><div class="docsNavContainer" id="docsNav"><nav class="toc"><div class="toggleNav"><section class="navWrapper wrapper"><div class="navBreadcrumb wrapper"><div class="navToggle" id="navToggler"><div class="hamburger-menu"><div class="line1"></div><div class="line2"></div><div class="line3"></div></div></div><h2><i>›</i><span>Differentiable Renderer</span></h2><div class="tocToggler" id="tocToggler"><i class="icon-toc"></i></div></div><div class="navGroups"><div class="navGroup"><h3 class="navGroupCategoryTitle">Introduction</h3><ul class=""><li class="navListItem"><a class="navItem" href="/docs/why_pytorch3d">Why PyTorch3d</a></li></ul></div><div class="navGroup"><h3 class="navGroupCategoryTitle">Meshes</h3><ul class=""><li class="navListItem"><a class="navItem" href="/docs/batching">Batching</a></li><li class="navListItem"><a class="navItem" href="/docs/meshes_io">Loading from file</a></li></ul></div><div class="navGroup"><h3 class="navGroupCategoryTitle">Differentiable Renderer</h3><ul class=""><li class="navListItem"><a class="navItem" href="/docs/renderer">Overview</a></li><li class="navListItem navListItemActive"><a class="navItem" href="/docs/renderer_getting_started">Getting Started</a></li></ul></div></div></section></div><script>
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</script><script type="text/javascript" src="https://buttons.github.io/buttons.js"></script><script src="/js/scrollSpy.js"></script><link rel="stylesheet" href="/css/main.css"/><script src="/js/codetabs.js"></script></head><body class="sideNavVisible separateOnPageNav"><div class="fixedHeaderContainer"><div class="headerWrapper wrapper"><header><a href="/"><img class="logo" src="/img/pytorch3dfavicon.png" alt="PyTorch3D"/><h2 class="headerTitleWithLogo">PyTorch3D</h2></a><div class="navigationWrapper navigationSlider"><nav class="slidingNav"><ul class="nav-site nav-site-internal"><li class="siteNavGroupActive"><a href="/docs/why_pytorch3d" target="_self">Docs</a></li><li class=""><a href="/tutorials" target="_self">Tutorials</a></li><li class=""><a href="https://pytorch3d.readthedocs.io/" target="_self">API</a></li><li class=""><a href="https://github.com/facebookresearch/pytorch3d" target="_self">GitHub</a></li></ul></nav></div></header></div></div><div class="navPusher"><div class="docMainWrapper wrapper"><div class="docsNavContainer" id="docsNav"><nav class="toc"><div class="toggleNav"><section class="navWrapper wrapper"><div class="navBreadcrumb wrapper"><div class="navToggle" id="navToggler"><div class="hamburger-menu"><div class="line1"></div><div class="line2"></div><div class="line3"></div></div></div><h2><i>›</i><span>Differentiable Renderer</span></h2><div class="tocToggler" id="tocToggler"><i class="icon-toc"></i></div></div><div class="navGroups"><div class="navGroup"><h3 class="navGroupCategoryTitle">Introduction</h3><ul class=""><li class="navListItem"><a class="navItem" href="/docs/why_pytorch3d">Why PyTorch3D</a></li></ul></div><div class="navGroup"><h3 class="navGroupCategoryTitle">Meshes</h3><ul class=""><li class="navListItem"><a class="navItem" href="/docs/batching">Batching</a></li><li class="navListItem"><a class="navItem" href="/docs/meshes_io">Loading from file</a></li></ul></div><div class="navGroup"><h3 class="navGroupCategoryTitle">Differentiable Renderer</h3><ul class=""><li class="navListItem"><a class="navItem" href="/docs/renderer">Overview</a></li><li class="navListItem navListItemActive"><a class="navItem" href="/docs/renderer_getting_started">Getting Started</a></li></ul></div></div></section></div><script>
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for (var i = 0; i < coll.length; i++) {
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@@ -81,21 +81,26 @@ giving the barycentric coordinates in NDC units of the nearest faces at each pix
|
||||
<p>The differentiable renderer API is experimental and subject to change!.</p>
|
||||
<hr>
|
||||
<h3><a class="anchor" aria-hidden="true" id="coordinate-transformation-conventions"></a><a href="#coordinate-transformation-conventions" aria-hidden="true" class="hash-link"><svg class="hash-link-icon" aria-hidden="true" height="16" version="1.1" viewBox="0 0 16 16" width="16"><path fill-rule="evenodd" d="M4 9h1v1H4c-1.5 0-3-1.69-3-3.5S2.55 3 4 3h4c1.45 0 3 1.69 3 3.5 0 1.41-.91 2.72-2 3.25V8.59c.58-.45 1-1.27 1-2.09C10 5.22 8.98 4 8 4H4c-.98 0-2 1.22-2 2.5S3 9 4 9zm9-3h-1v1h1c1 0 2 1.22 2 2.5S13.98 12 13 12H9c-.98 0-2-1.22-2-2.5 0-.83.42-1.64 1-2.09V6.25c-1.09.53-2 1.84-2 3.25C6 11.31 7.55 13 9 13h4c1.45 0 3-1.69 3-3.5S14.5 6 13 6z"></path></svg></a>Coordinate transformation conventions</h3>
|
||||
<p>Rendering requires transformations between several different coordinate frames: world space, view/camera space, NDC space and screen space. At each step it is important to know where the camera is located, how the x,y,z axes are aligned and the possible range of values. The following figure outlines the conventions used PyTorch3d.</p>
|
||||
<p>Rendering requires transformations between several different coordinate frames: world space, view/camera space, NDC space and screen space. At each step it is important to know where the camera is located, how the +X, +Y, +Z axes are aligned and the possible range of values. The following figure outlines the conventions used PyTorch3D.</p>
|
||||
<p><img src="assets/transformations_overview.png" width="1000"></p>
|
||||
<p>For example, given a teapot mesh, the world coordinate frame, camera coordiante frame and image are show in the figure below. Note that the world and camera coordinate frames have the +z direction pointing in to the page.</p>
|
||||
<p><img src="assets/world_camera_image.png" width="1000"></p>
|
||||
<hr>
|
||||
<p><strong>NOTE: PyTorch3d vs OpenGL</strong></p>
|
||||
<p>While we tried to emulate several aspects of OpenGL, the NDC coordinate system in PyTorch3d is <strong>right-handed</strong> compared with a <strong>left-handed</strong> NDC coordinate system in OpenGL (the projection matrix switches the handedness).</p>
|
||||
<p>In OpenGL, the camera at the origin is looking along <code>-z</code> axis in camera space, but it is looking along the <code>+z</code> axis in NDC space.</p>
|
||||
<p><strong>NOTE: PyTorch3D vs OpenGL</strong></p>
|
||||
<p>While we tried to emulate several aspects of OpenGL, there are differences in the coordinate frame conventions.</p>
|
||||
<ul>
|
||||
<li>The default world coordinate frame in PyTorch3D has +Z pointing in to the screen whereas in OpenGL, +Z is pointing out of the screen. Both are right handed.</li>
|
||||
<li>The NDC coordinate system in PyTorch3D is <strong>right-handed</strong> compared with a <strong>left-handed</strong> NDC coordinate system in OpenGL (the projection matrix switches the handedness).</li>
|
||||
</ul>
|
||||
<p><img align="center" src="assets/opengl_coordframes.png" width="300"></p>
|
||||
<hr>
|
||||
<h3><a class="anchor" aria-hidden="true" id="a-simple-renderer"></a><a href="#a-simple-renderer" aria-hidden="true" class="hash-link"><svg class="hash-link-icon" aria-hidden="true" height="16" version="1.1" viewBox="0 0 16 16" width="16"><path fill-rule="evenodd" d="M4 9h1v1H4c-1.5 0-3-1.69-3-3.5S2.55 3 4 3h4c1.45 0 3 1.69 3 3.5 0 1.41-.91 2.72-2 3.25V8.59c.58-.45 1-1.27 1-2.09C10 5.22 8.98 4 8 4H4c-.98 0-2 1.22-2 2.5S3 9 4 9zm9-3h-1v1h1c1 0 2 1.22 2 2.5S13.98 12 13 12H9c-.98 0-2-1.22-2-2.5 0-.83.42-1.64 1-2.09V6.25c-1.09.53-2 1.84-2 3.25C6 11.31 7.55 13 9 13h4c1.45 0 3-1.69 3-3.5S14.5 6 13 6z"></path></svg></a>A simple renderer</h3>
|
||||
<p>A renderer in PyTorch3d is composed of a <strong>rasterizer</strong> and a <strong>shader</strong>. Create a renderer in a few simple steps:</p>
|
||||
<p>A renderer in PyTorch3D is composed of a <strong>rasterizer</strong> and a <strong>shader</strong>. Create a renderer in a few simple steps:</p>
|
||||
<pre><code class="hljs"><span class="hljs-comment"># Imports</span>
|
||||
<span class="hljs-keyword">from</span> pytorch3d.renderer import (
|
||||
OpenGLPerspectiveCameras, look_at_view_transform,
|
||||
RasterizationSettings, BlendParams,
|
||||
MeshRenderer, MeshRasterizer, PhongShader
|
||||
MeshRenderer, MeshRasterizer, HardPhongShader
|
||||
)
|
||||
|
||||
<span class="hljs-comment"># Initialize an OpenGL perspective camera.</span>
|
||||
@@ -116,7 +121,30 @@ raster_settings = RasterizationSettings(
|
||||
<span class="hljs-comment"># PhongShader, passing in the device on which to initialize the default parameters</span>
|
||||
renderer = MeshRenderer(
|
||||
<span class="hljs-attribute">rasterizer</span>=MeshRasterizer(cameras=cameras, <span class="hljs-attribute">raster_settings</span>=raster_settings),
|
||||
<span class="hljs-attribute">shader</span>=PhongShader(device=device, <span class="hljs-attribute">cameras</span>=cameras)
|
||||
<span class="hljs-attribute">shader</span>=HardPhongShader(device=device, <span class="hljs-attribute">cameras</span>=cameras)
|
||||
)
|
||||
</code></pre>
|
||||
</span></div></article></div><div class="docLastUpdate"><em>Last updated by Nikhila Ravi</em></div><div class="docs-prevnext"><a class="docs-prev button" href="/docs/renderer"><span class="arrow-prev">← </span><span>Overview</span></a></div></div></div><nav class="onPageNav"></nav></div><footer class="nav-footer" id="footer"><section class="sitemap"><div class="footerSection"><div class="social"><a class="github-button" href="https://github.com/facebookresearch/pytorch3d" data-count-href="https://github.com/facebookresearch/pytorch3d/stargazers" data-show-count="true" data-count-aria-label="# stargazers on GitHub" aria-label="Star PyTorch3d on GitHub">pytorch3d</a></div></div></section><a href="https://opensource.facebook.com/" target="_blank" rel="noreferrer noopener" class="fbOpenSource"><img src="/img/oss_logo.png" alt="Facebook Open Source" width="170" height="45"/></a><section class="copyright">Copyright © 2020 Facebook Inc</section></footer></div></body></html>
|
||||
<h3><a class="anchor" aria-hidden="true" id="a-custom-shader"></a><a href="#a-custom-shader" aria-hidden="true" class="hash-link"><svg class="hash-link-icon" aria-hidden="true" height="16" version="1.1" viewBox="0 0 16 16" width="16"><path fill-rule="evenodd" d="M4 9h1v1H4c-1.5 0-3-1.69-3-3.5S2.55 3 4 3h4c1.45 0 3 1.69 3 3.5 0 1.41-.91 2.72-2 3.25V8.59c.58-.45 1-1.27 1-2.09C10 5.22 8.98 4 8 4H4c-.98 0-2 1.22-2 2.5S3 9 4 9zm9-3h-1v1h1c1 0 2 1.22 2 2.5S13.98 12 13 12H9c-.98 0-2-1.22-2-2.5 0-.83.42-1.64 1-2.09V6.25c-1.09.53-2 1.84-2 3.25C6 11.31 7.55 13 9 13h4c1.45 0 3-1.69 3-3.5S14.5 6 13 6z"></path></svg></a>A custom shader</h3>
|
||||
<p>Shaders are the most flexible part of the PyTorch3D rendering API. We have created some examples of shaders in <code>shaders.py</code> but this is a non exhaustive set.</p>
|
||||
<p>A shader can incorporate several steps:</p>
|
||||
<ul>
|
||||
<li><strong>texturing</strong> (e.g interpolation of vertex RGB colors or interpolation of vertex UV coordinates followed by sampling from a texture map (interpolation uses barycentric coordinates output from rasterization))</li>
|
||||
<li><strong>lighting/shading</strong> (e.g. ambient, diffuse, specular lighting, Phong, Gouraud, Flat)</li>
|
||||
<li><strong>blending</strong> (e.g. hard blending using only the closest face for each pixel, or soft blending using a weighted sum of the top K faces per pixel)</li>
|
||||
</ul>
|
||||
<p>We have examples of several combinations of these functions based on the texturing/shading/blending support we have currently. These are summarised in this table below. Many other combinations are possible and we plan to expand the options available for texturing, shading and blending.</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr><th>Example Shaders</th><th style="text-align:center">Vertex Textures</th><th style="text-align:center">Texture Map</th><th style="text-align:center">Flat Shading</th><th style="text-align:center">Gouraud Shading</th><th style="text-align:center">Phong Shading</th><th style="text-align:center">Hard blending</th><th style="text-align:center">Soft Blending</th></tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr><td>HardPhongShader</td><td style="text-align:center">:heavy_check_mark:</td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center">:heavy_check_mark:</td><td style="text-align:center">:heavy_check_mark:</td><td style="text-align:center"></td></tr>
|
||||
<tr><td>SoftPhongShader</td><td style="text-align:center">:heavy_check_mark:</td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center">:heavy_check_mark:</td><td style="text-align:center"></td><td style="text-align:center">:heavy_check_mark:</td></tr>
|
||||
<tr><td>HardGouraudShader</td><td style="text-align:center">:heavy_check_mark:</td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center">:heavy_check_mark:</td><td style="text-align:center"></td><td style="text-align:center">:heavy_check_mark:</td><td style="text-align:center"></td></tr>
|
||||
<tr><td>SoftGouraudShader</td><td style="text-align:center">:heavy_check_mark:</td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center">:heavy_check_mark:</td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center">:heavy_check_mark:</td></tr>
|
||||
<tr><td>TexturedSoftPhongShader</td><td style="text-align:center"></td><td style="text-align:center">:heavy_check_mark:</td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center">:heavy_check_mark:</td><td style="text-align:center"></td><td style="text-align:center">:heavy_check_mark:</td></tr>
|
||||
<tr><td>HardFlatShader</td><td style="text-align:center">:heavy_check_mark:</td><td style="text-align:center"></td><td style="text-align:center">:heavy_check_mark:</td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center">:heavy_check_mark:</td><td style="text-align:center"></td></tr>
|
||||
<tr><td>SoftSilhouetteShader</td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center">:heavy_check_mark:</td></tr>
|
||||
</tbody>
|
||||
</table>
|
||||
</span></div></article></div><div class="docLastUpdate"><em>Last updated by Patrick Labatut</em></div><div class="docs-prevnext"><a class="docs-prev button" href="/docs/renderer"><span class="arrow-prev">← </span><span>Overview</span></a></div></div></div><nav class="onPageNav"></nav></div><footer class="nav-footer" id="footer"><section class="sitemap"><div class="footerSection"><div class="social"><a class="github-button" href="https://github.com/facebookresearch/pytorch3d" data-count-href="https://github.com/facebookresearch/pytorch3d/stargazers" data-show-count="true" data-count-aria-label="# stargazers on GitHub" aria-label="Star PyTorch3D on GitHub">pytorch3d</a></div></div></section><a href="https://opensource.facebook.com/" target="_blank" rel="noreferrer noopener" class="fbOpenSource"><img src="/img/oss_logo.png" alt="Facebook Open Source" width="170" height="45"/></a><section class="copyright">Copyright © 2020 Facebook Inc</section></footer></div></body></html>
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||||
@@ -6,7 +6,7 @@
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||||
|
||||
ga('create', 'UA-157376881-1', 'auto');
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ga('send', 'pageview');
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</script><script type="text/javascript" src="https://buttons.github.io/buttons.js"></script><script src="/js/scrollSpy.js"></script><link rel="stylesheet" href="/css/main.css"/><script src="/js/codetabs.js"></script></head><body class="sideNavVisible separateOnPageNav"><div class="fixedHeaderContainer"><div class="headerWrapper wrapper"><header><a href="/"><img class="logo" src="/img/pytorch3dfavicon.png" alt="PyTorch3D"/><h2 class="headerTitleWithLogo">PyTorch3D</h2></a><div class="navigationWrapper navigationSlider"><nav class="slidingNav"><ul class="nav-site nav-site-internal"><li class="siteNavGroupActive"><a href="/docs/why_pytorch3d" target="_self">Docs</a></li><li class=""><a href="/tutorials" target="_self">Tutorials</a></li><li class=""><a href="https://pytorch3d.readthedocs.io/" target="_self">API</a></li><li class=""><a href="https://github.com/facebookresearch/pytorch3d" target="_self">GitHub</a></li></ul></nav></div></header></div></div><div class="navPusher"><div class="docMainWrapper wrapper"><div class="docsNavContainer" id="docsNav"><nav class="toc"><div class="toggleNav"><section class="navWrapper wrapper"><div class="navBreadcrumb wrapper"><div class="navToggle" id="navToggler"><div class="hamburger-menu"><div class="line1"></div><div class="line2"></div><div class="line3"></div></div></div><h2><i>›</i><span>Differentiable Renderer</span></h2><div class="tocToggler" id="tocToggler"><i class="icon-toc"></i></div></div><div class="navGroups"><div class="navGroup"><h3 class="navGroupCategoryTitle">Introduction</h3><ul class=""><li class="navListItem"><a class="navItem" href="/docs/why_pytorch3d">Why PyTorch3d</a></li></ul></div><div class="navGroup"><h3 class="navGroupCategoryTitle">Meshes</h3><ul class=""><li class="navListItem"><a class="navItem" href="/docs/batching">Batching</a></li><li class="navListItem"><a class="navItem" href="/docs/meshes_io">Loading from file</a></li></ul></div><div class="navGroup"><h3 class="navGroupCategoryTitle">Differentiable Renderer</h3><ul class=""><li class="navListItem"><a class="navItem" href="/docs/renderer">Overview</a></li><li class="navListItem navListItemActive"><a class="navItem" href="/docs/renderer_getting_started">Getting Started</a></li></ul></div></div></section></div><script>
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</script><script type="text/javascript" src="https://buttons.github.io/buttons.js"></script><script src="/js/scrollSpy.js"></script><link rel="stylesheet" href="/css/main.css"/><script src="/js/codetabs.js"></script></head><body class="sideNavVisible separateOnPageNav"><div class="fixedHeaderContainer"><div class="headerWrapper wrapper"><header><a href="/"><img class="logo" src="/img/pytorch3dfavicon.png" alt="PyTorch3D"/><h2 class="headerTitleWithLogo">PyTorch3D</h2></a><div class="navigationWrapper navigationSlider"><nav class="slidingNav"><ul class="nav-site nav-site-internal"><li class="siteNavGroupActive"><a href="/docs/why_pytorch3d" target="_self">Docs</a></li><li class=""><a href="/tutorials" target="_self">Tutorials</a></li><li class=""><a href="https://pytorch3d.readthedocs.io/" target="_self">API</a></li><li class=""><a href="https://github.com/facebookresearch/pytorch3d" target="_self">GitHub</a></li></ul></nav></div></header></div></div><div class="navPusher"><div class="docMainWrapper wrapper"><div class="docsNavContainer" id="docsNav"><nav class="toc"><div class="toggleNav"><section class="navWrapper wrapper"><div class="navBreadcrumb wrapper"><div class="navToggle" id="navToggler"><div class="hamburger-menu"><div class="line1"></div><div class="line2"></div><div class="line3"></div></div></div><h2><i>›</i><span>Differentiable Renderer</span></h2><div class="tocToggler" id="tocToggler"><i class="icon-toc"></i></div></div><div class="navGroups"><div class="navGroup"><h3 class="navGroupCategoryTitle">Introduction</h3><ul class=""><li class="navListItem"><a class="navItem" href="/docs/why_pytorch3d">Why PyTorch3D</a></li></ul></div><div class="navGroup"><h3 class="navGroupCategoryTitle">Meshes</h3><ul class=""><li class="navListItem"><a class="navItem" href="/docs/batching">Batching</a></li><li class="navListItem"><a class="navItem" href="/docs/meshes_io">Loading from file</a></li></ul></div><div class="navGroup"><h3 class="navGroupCategoryTitle">Differentiable Renderer</h3><ul class=""><li class="navListItem"><a class="navItem" href="/docs/renderer">Overview</a></li><li class="navListItem navListItemActive"><a class="navItem" href="/docs/renderer_getting_started">Getting Started</a></li></ul></div></div></section></div><script>
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var coll = document.getElementsByClassName('collapsible');
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var checkActiveCategory = true;
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for (var i = 0; i < coll.length; i++) {
|
||||
@@ -81,21 +81,26 @@ giving the barycentric coordinates in NDC units of the nearest faces at each pix
|
||||
<p>The differentiable renderer API is experimental and subject to change!.</p>
|
||||
<hr>
|
||||
<h3><a class="anchor" aria-hidden="true" id="coordinate-transformation-conventions"></a><a href="#coordinate-transformation-conventions" aria-hidden="true" class="hash-link"><svg class="hash-link-icon" aria-hidden="true" height="16" version="1.1" viewBox="0 0 16 16" width="16"><path fill-rule="evenodd" d="M4 9h1v1H4c-1.5 0-3-1.69-3-3.5S2.55 3 4 3h4c1.45 0 3 1.69 3 3.5 0 1.41-.91 2.72-2 3.25V8.59c.58-.45 1-1.27 1-2.09C10 5.22 8.98 4 8 4H4c-.98 0-2 1.22-2 2.5S3 9 4 9zm9-3h-1v1h1c1 0 2 1.22 2 2.5S13.98 12 13 12H9c-.98 0-2-1.22-2-2.5 0-.83.42-1.64 1-2.09V6.25c-1.09.53-2 1.84-2 3.25C6 11.31 7.55 13 9 13h4c1.45 0 3-1.69 3-3.5S14.5 6 13 6z"></path></svg></a>Coordinate transformation conventions</h3>
|
||||
<p>Rendering requires transformations between several different coordinate frames: world space, view/camera space, NDC space and screen space. At each step it is important to know where the camera is located, how the x,y,z axes are aligned and the possible range of values. The following figure outlines the conventions used PyTorch3d.</p>
|
||||
<p>Rendering requires transformations between several different coordinate frames: world space, view/camera space, NDC space and screen space. At each step it is important to know where the camera is located, how the +X, +Y, +Z axes are aligned and the possible range of values. The following figure outlines the conventions used PyTorch3D.</p>
|
||||
<p><img src="assets/transformations_overview.png" width="1000"></p>
|
||||
<p>For example, given a teapot mesh, the world coordinate frame, camera coordiante frame and image are show in the figure below. Note that the world and camera coordinate frames have the +z direction pointing in to the page.</p>
|
||||
<p><img src="assets/world_camera_image.png" width="1000"></p>
|
||||
<hr>
|
||||
<p><strong>NOTE: PyTorch3d vs OpenGL</strong></p>
|
||||
<p>While we tried to emulate several aspects of OpenGL, the NDC coordinate system in PyTorch3d is <strong>right-handed</strong> compared with a <strong>left-handed</strong> NDC coordinate system in OpenGL (the projection matrix switches the handedness).</p>
|
||||
<p>In OpenGL, the camera at the origin is looking along <code>-z</code> axis in camera space, but it is looking along the <code>+z</code> axis in NDC space.</p>
|
||||
<p><strong>NOTE: PyTorch3D vs OpenGL</strong></p>
|
||||
<p>While we tried to emulate several aspects of OpenGL, there are differences in the coordinate frame conventions.</p>
|
||||
<ul>
|
||||
<li>The default world coordinate frame in PyTorch3D has +Z pointing in to the screen whereas in OpenGL, +Z is pointing out of the screen. Both are right handed.</li>
|
||||
<li>The NDC coordinate system in PyTorch3D is <strong>right-handed</strong> compared with a <strong>left-handed</strong> NDC coordinate system in OpenGL (the projection matrix switches the handedness).</li>
|
||||
</ul>
|
||||
<p><img align="center" src="assets/opengl_coordframes.png" width="300"></p>
|
||||
<hr>
|
||||
<h3><a class="anchor" aria-hidden="true" id="a-simple-renderer"></a><a href="#a-simple-renderer" aria-hidden="true" class="hash-link"><svg class="hash-link-icon" aria-hidden="true" height="16" version="1.1" viewBox="0 0 16 16" width="16"><path fill-rule="evenodd" d="M4 9h1v1H4c-1.5 0-3-1.69-3-3.5S2.55 3 4 3h4c1.45 0 3 1.69 3 3.5 0 1.41-.91 2.72-2 3.25V8.59c.58-.45 1-1.27 1-2.09C10 5.22 8.98 4 8 4H4c-.98 0-2 1.22-2 2.5S3 9 4 9zm9-3h-1v1h1c1 0 2 1.22 2 2.5S13.98 12 13 12H9c-.98 0-2-1.22-2-2.5 0-.83.42-1.64 1-2.09V6.25c-1.09.53-2 1.84-2 3.25C6 11.31 7.55 13 9 13h4c1.45 0 3-1.69 3-3.5S14.5 6 13 6z"></path></svg></a>A simple renderer</h3>
|
||||
<p>A renderer in PyTorch3d is composed of a <strong>rasterizer</strong> and a <strong>shader</strong>. Create a renderer in a few simple steps:</p>
|
||||
<p>A renderer in PyTorch3D is composed of a <strong>rasterizer</strong> and a <strong>shader</strong>. Create a renderer in a few simple steps:</p>
|
||||
<pre><code class="hljs"><span class="hljs-comment"># Imports</span>
|
||||
<span class="hljs-keyword">from</span> pytorch3d.renderer import (
|
||||
OpenGLPerspectiveCameras, look_at_view_transform,
|
||||
RasterizationSettings, BlendParams,
|
||||
MeshRenderer, MeshRasterizer, PhongShader
|
||||
MeshRenderer, MeshRasterizer, HardPhongShader
|
||||
)
|
||||
|
||||
<span class="hljs-comment"># Initialize an OpenGL perspective camera.</span>
|
||||
@@ -116,7 +121,30 @@ raster_settings = RasterizationSettings(
|
||||
<span class="hljs-comment"># PhongShader, passing in the device on which to initialize the default parameters</span>
|
||||
renderer = MeshRenderer(
|
||||
<span class="hljs-attribute">rasterizer</span>=MeshRasterizer(cameras=cameras, <span class="hljs-attribute">raster_settings</span>=raster_settings),
|
||||
<span class="hljs-attribute">shader</span>=PhongShader(device=device, <span class="hljs-attribute">cameras</span>=cameras)
|
||||
<span class="hljs-attribute">shader</span>=HardPhongShader(device=device, <span class="hljs-attribute">cameras</span>=cameras)
|
||||
)
|
||||
</code></pre>
|
||||
</span></div></article></div><div class="docLastUpdate"><em>Last updated by Nikhila Ravi</em></div><div class="docs-prevnext"><a class="docs-prev button" href="/docs/renderer"><span class="arrow-prev">← </span><span>Overview</span></a></div></div></div><nav class="onPageNav"></nav></div><footer class="nav-footer" id="footer"><section class="sitemap"><div class="footerSection"><div class="social"><a class="github-button" href="https://github.com/facebookresearch/pytorch3d" data-count-href="https://github.com/facebookresearch/pytorch3d/stargazers" data-show-count="true" data-count-aria-label="# stargazers on GitHub" aria-label="Star PyTorch3d on GitHub">pytorch3d</a></div></div></section><a href="https://opensource.facebook.com/" target="_blank" rel="noreferrer noopener" class="fbOpenSource"><img src="/img/oss_logo.png" alt="Facebook Open Source" width="170" height="45"/></a><section class="copyright">Copyright © 2020 Facebook Inc</section></footer></div></body></html>
|
||||
<h3><a class="anchor" aria-hidden="true" id="a-custom-shader"></a><a href="#a-custom-shader" aria-hidden="true" class="hash-link"><svg class="hash-link-icon" aria-hidden="true" height="16" version="1.1" viewBox="0 0 16 16" width="16"><path fill-rule="evenodd" d="M4 9h1v1H4c-1.5 0-3-1.69-3-3.5S2.55 3 4 3h4c1.45 0 3 1.69 3 3.5 0 1.41-.91 2.72-2 3.25V8.59c.58-.45 1-1.27 1-2.09C10 5.22 8.98 4 8 4H4c-.98 0-2 1.22-2 2.5S3 9 4 9zm9-3h-1v1h1c1 0 2 1.22 2 2.5S13.98 12 13 12H9c-.98 0-2-1.22-2-2.5 0-.83.42-1.64 1-2.09V6.25c-1.09.53-2 1.84-2 3.25C6 11.31 7.55 13 9 13h4c1.45 0 3-1.69 3-3.5S14.5 6 13 6z"></path></svg></a>A custom shader</h3>
|
||||
<p>Shaders are the most flexible part of the PyTorch3D rendering API. We have created some examples of shaders in <code>shaders.py</code> but this is a non exhaustive set.</p>
|
||||
<p>A shader can incorporate several steps:</p>
|
||||
<ul>
|
||||
<li><strong>texturing</strong> (e.g interpolation of vertex RGB colors or interpolation of vertex UV coordinates followed by sampling from a texture map (interpolation uses barycentric coordinates output from rasterization))</li>
|
||||
<li><strong>lighting/shading</strong> (e.g. ambient, diffuse, specular lighting, Phong, Gouraud, Flat)</li>
|
||||
<li><strong>blending</strong> (e.g. hard blending using only the closest face for each pixel, or soft blending using a weighted sum of the top K faces per pixel)</li>
|
||||
</ul>
|
||||
<p>We have examples of several combinations of these functions based on the texturing/shading/blending support we have currently. These are summarised in this table below. Many other combinations are possible and we plan to expand the options available for texturing, shading and blending.</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr><th>Example Shaders</th><th style="text-align:center">Vertex Textures</th><th style="text-align:center">Texture Map</th><th style="text-align:center">Flat Shading</th><th style="text-align:center">Gouraud Shading</th><th style="text-align:center">Phong Shading</th><th style="text-align:center">Hard blending</th><th style="text-align:center">Soft Blending</th></tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr><td>HardPhongShader</td><td style="text-align:center">:heavy_check_mark:</td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center">:heavy_check_mark:</td><td style="text-align:center">:heavy_check_mark:</td><td style="text-align:center"></td></tr>
|
||||
<tr><td>SoftPhongShader</td><td style="text-align:center">:heavy_check_mark:</td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center">:heavy_check_mark:</td><td style="text-align:center"></td><td style="text-align:center">:heavy_check_mark:</td></tr>
|
||||
<tr><td>HardGouraudShader</td><td style="text-align:center">:heavy_check_mark:</td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center">:heavy_check_mark:</td><td style="text-align:center"></td><td style="text-align:center">:heavy_check_mark:</td><td style="text-align:center"></td></tr>
|
||||
<tr><td>SoftGouraudShader</td><td style="text-align:center">:heavy_check_mark:</td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center">:heavy_check_mark:</td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center">:heavy_check_mark:</td></tr>
|
||||
<tr><td>TexturedSoftPhongShader</td><td style="text-align:center"></td><td style="text-align:center">:heavy_check_mark:</td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center">:heavy_check_mark:</td><td style="text-align:center"></td><td style="text-align:center">:heavy_check_mark:</td></tr>
|
||||
<tr><td>HardFlatShader</td><td style="text-align:center">:heavy_check_mark:</td><td style="text-align:center"></td><td style="text-align:center">:heavy_check_mark:</td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center">:heavy_check_mark:</td><td style="text-align:center"></td></tr>
|
||||
<tr><td>SoftSilhouetteShader</td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center"></td><td style="text-align:center">:heavy_check_mark:</td></tr>
|
||||
</tbody>
|
||||
</table>
|
||||
</span></div></article></div><div class="docLastUpdate"><em>Last updated by Patrick Labatut</em></div><div class="docs-prevnext"><a class="docs-prev button" href="/docs/renderer"><span class="arrow-prev">← </span><span>Overview</span></a></div></div></div><nav class="onPageNav"></nav></div><footer class="nav-footer" id="footer"><section class="sitemap"><div class="footerSection"><div class="social"><a class="github-button" href="https://github.com/facebookresearch/pytorch3d" data-count-href="https://github.com/facebookresearch/pytorch3d/stargazers" data-show-count="true" data-count-aria-label="# stargazers on GitHub" aria-label="Star PyTorch3D on GitHub">pytorch3d</a></div></div></section><a href="https://opensource.facebook.com/" target="_blank" rel="noreferrer noopener" class="fbOpenSource"><img src="/img/oss_logo.png" alt="Facebook Open Source" width="170" height="45"/></a><section class="copyright">Copyright © 2020 Facebook Inc</section></footer></div></body></html>
|
||||
@@ -1,4 +1,4 @@
|
||||
<!DOCTYPE html><html lang="en"><head><meta charSet="utf-8"/><meta http-equiv="X-UA-Compatible" content="IE=edge"/><title>why_pytorch3d · PyTorch3D</title><meta name="viewport" content="width=device-width"/><meta name="generator" content="Docusaurus"/><meta name="description" content="# Why PyTorch3d"/><meta name="docsearch:language" content="en"/><meta property="og:title" content="why_pytorch3d · PyTorch3D"/><meta property="og:type" content="website"/><meta property="og:url" content="https://pytorch3d.org/"/><meta property="og:description" content="# Why PyTorch3d"/><meta property="og:image" content="https://pytorch3d.org/img/pytorch3dlogoicon.svg"/><meta name="twitter:card" content="summary"/><meta name="twitter:image" content="https://pytorch3d.org/img/pytorch3dlogoicon.svg"/><link rel="shortcut icon" href="/img/pytorch3dfavicon.png"/><link rel="stylesheet" href="//cdnjs.cloudflare.com/ajax/libs/highlight.js/9.12.0/styles/default.min.css"/><script>
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<!DOCTYPE html><html lang="en"><head><meta charSet="utf-8"/><meta http-equiv="X-UA-Compatible" content="IE=edge"/><title>why_pytorch3d · PyTorch3D</title><meta name="viewport" content="width=device-width"/><meta name="generator" content="Docusaurus"/><meta name="description" content="# Why PyTorch3D"/><meta name="docsearch:language" content="en"/><meta property="og:title" content="why_pytorch3d · PyTorch3D"/><meta property="og:type" content="website"/><meta property="og:url" content="https://pytorch3d.org/"/><meta property="og:description" content="# Why PyTorch3D"/><meta property="og:image" content="https://pytorch3d.org/img/pytorch3dlogoicon.svg"/><meta name="twitter:card" content="summary"/><meta name="twitter:image" content="https://pytorch3d.org/img/pytorch3dlogoicon.svg"/><link rel="shortcut icon" href="/img/pytorch3dfavicon.png"/><link rel="stylesheet" href="//cdnjs.cloudflare.com/ajax/libs/highlight.js/9.12.0/styles/default.min.css"/><script>
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m=s.getElementsByTagName(o)[0];a.async=1;a.src=g;m.parentNode.insertBefore(a,m)
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<p>Our goal with PyTorch3D is to help accelerate research at the intersection of deep learning and 3D. 3D data is more complex than 2D images and while working on projects such as <a href="https://github.com/facebookresearch/meshrcnn">Mesh R-CNN</a> and <a href="https://github.com/facebookresearch/c3dpo_nrsfm">C3DPO</a>, we encountered several challenges including 3D data representation, batching, and speed. We have developed many useful operators and abstractions for working on 3D deep learning and want to share this with the community to drive novel research in this area.</p>
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<p>In PyTorch3D we have included efficient 3D operators, heterogeneous batching capabilities, and a modular differentiable rendering API, to equip researchers in this field with a much needed toolkit to implement cutting-edge research with complex 3D inputs.</p>
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</span></div></article></div><div class="docLastUpdate"><em>Last updated by Nikhila Ravi</em></div><div class="docs-prevnext"><a class="docs-next button" href="/docs/batching"><span>Batching</span><span class="arrow-next"> →</span></a></div></div></div><nav class="onPageNav"></nav></div><footer class="nav-footer" id="footer"><section class="sitemap"><div class="footerSection"><div class="social"><a class="github-button" href="https://github.com/facebookresearch/pytorch3d" data-count-href="https://github.com/facebookresearch/pytorch3d/stargazers" data-show-count="true" data-count-aria-label="# stargazers on GitHub" aria-label="Star PyTorch3d on GitHub">pytorch3d</a></div></div></section><a href="https://opensource.facebook.com/" target="_blank" rel="noreferrer noopener" class="fbOpenSource"><img src="/img/oss_logo.png" alt="Facebook Open Source" width="170" height="45"/></a><section class="copyright">Copyright © 2020 Facebook Inc</section></footer></div></body></html>
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</span></div></article></div><div class="docLastUpdate"><em>Last updated by Patrick Labatut</em></div><div class="docs-prevnext"><a class="docs-next button" href="/docs/batching"><span>Batching</span><span class="arrow-next"> →</span></a></div></div></div><nav class="onPageNav"></nav></div><footer class="nav-footer" id="footer"><section class="sitemap"><div class="footerSection"><div class="social"><a class="github-button" href="https://github.com/facebookresearch/pytorch3d" data-count-href="https://github.com/facebookresearch/pytorch3d/stargazers" data-show-count="true" data-count-aria-label="# stargazers on GitHub" aria-label="Star PyTorch3D on GitHub">pytorch3d</a></div></div></section><a href="https://opensource.facebook.com/" target="_blank" rel="noreferrer noopener" class="fbOpenSource"><img src="/img/oss_logo.png" alt="Facebook Open Source" width="170" height="45"/></a><section class="copyright">Copyright © 2020 Facebook Inc</section></footer></div></body></html>
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<p>Our goal with PyTorch3D is to help accelerate research at the intersection of deep learning and 3D. 3D data is more complex than 2D images and while working on projects such as <a href="https://github.com/facebookresearch/meshrcnn">Mesh R-CNN</a> and <a href="https://github.com/facebookresearch/c3dpo_nrsfm">C3DPO</a>, we encountered several challenges including 3D data representation, batching, and speed. We have developed many useful operators and abstractions for working on 3D deep learning and want to share this with the community to drive novel research in this area.</p>
|
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<p>In PyTorch3D we have included efficient 3D operators, heterogeneous batching capabilities, and a modular differentiable rendering API, to equip researchers in this field with a much needed toolkit to implement cutting-edge research with complex 3D inputs.</p>
|
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</span></div></article></div><div class="docLastUpdate"><em>Last updated by Nikhila Ravi</em></div><div class="docs-prevnext"><a class="docs-next button" href="/docs/batching"><span>Batching</span><span class="arrow-next"> →</span></a></div></div></div><nav class="onPageNav"></nav></div><footer class="nav-footer" id="footer"><section class="sitemap"><div class="footerSection"><div class="social"><a class="github-button" href="https://github.com/facebookresearch/pytorch3d" data-count-href="https://github.com/facebookresearch/pytorch3d/stargazers" data-show-count="true" data-count-aria-label="# stargazers on GitHub" aria-label="Star PyTorch3d on GitHub">pytorch3d</a></div></div></section><a href="https://opensource.facebook.com/" target="_blank" rel="noreferrer noopener" class="fbOpenSource"><img src="/img/oss_logo.png" alt="Facebook Open Source" width="170" height="45"/></a><section class="copyright">Copyright © 2020 Facebook Inc</section></footer></div></body></html>
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